- Release Year: 2017
- Platforms: Linux, Macintosh, Nintendo Switch, Windows
- Publisher: Alan Edwardes
- Developer: Alan Edwardes
- Genre: Action, Horror
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Puzzle elements, Shooter
- Setting: Horror
- Average Score: 65/100

Description
Estranged: Act II is a first-person action-horror game with puzzle elements, set in a mysterious and eerie world. Players assume the role of the Fisherman, navigating through a haunting narrative filled with suspense and exploration. Developed using Unreal Engine 4, the game combines shooter mechanics with a deeply atmospheric setting, delivering a chilling experience that tests both wits and reflexes.
Gameplay Videos
Estranged: Act II Patches & Updates
Estranged: Act II Guides & Walkthroughs
Estranged: Act II Reviews & Reception
steamcommunity.com : The alpha version of the first act is good, but not great.
mobygames.com (65/100): Average score: 65% (based on 1 ratings)
Estranged: Act II Cheats & Codes
PC
Enter codes at the Extras menu.
| Code | Effect |
|---|---|
| YES I SAID IT | Disables damage (God Mode) |
| god | Infinite health |
| gofast | Increase player speed |
| jumphigh | Allow very high jumps |
| lunar | Set gravity to 25% and allow high jumps without fall damage |
| ammo | Supply ammo for current weapon |
| sloth | Slow game speed |
| killall | Kill all AI characters |
| fly | Noclip with collision |
| explode | Create explosion at player’s feet |
| noclip | Fly with no collision |
| deplete | Set player resources to 10% |
| map Hangar | Load the arcade mode warehouse |
| map Range | Load the arcade mode shooting range |
| map Dock | Load the prelude beach level |
| map Ocean | Load the prelude ocean level |
| map TheFall#sp01 | Load the cave from Act I |
| map TheFall#sp02 | Load the scaffolding level in the caves |
| map TheFall#sp03 | Load the elevator shaft in the mine |
| map TheFall#sp04 | Load the mine area |
| map TheFall#sp05 | Load the Arque facility basement |
| map TheFall#sp06 | Load the Arque facility offices |
| map TheFall#sp07 | Load the water treatment facility |
| map TheFall#sp08 | Load the maintenance area |
| map TheFall#sp09 | Load the forest |
| map TheFall#sp10 | Load the train track area |
| map TheBase#sp01 | Load the Arque town facility |
| map TheBase#sp02 | Load the office section of the Arque facility |
| map TheBase#sp03 | Load the flooded office area |
| map TheBase#sp04 | Load the above-ground office quadrant |
| map TheBase#sp05 | Load the above-street level |
| map TheBase#sp06 | Load the under-street level |
| spawn bucket | Spawn a bucket |
| spawn brick | Spawn a house brick |
| spawn coffee | Spawn a coffee cup |
| spawn cone | Spawn a traffic cone |
| spawn paper | Spawn a box of paper |
| spawn teapot | Spawn a teapot |
| spawn bottle | Spawn a plastic bottle |
| spawn box | Spawn a cardboard box |
| spawn crate | Spawn a wooden crate |
| spawn mug | Spawn a coffee mug |
| spawn fan | Spawn a desk fan |
| spawn computer | Spawn a computer |
| spawn toolbox | Spawn a toolbox |
| spawn barrel | Spawn a plastic barrel |
| spawn health | Spawn a health kit |
| spawn battery | Spawn a torch battery |
| spawn ammo | Spawn ammunition for current weapon |
| spawn pickaxe | Spawn a pickaxe |
| spawn pistol | Spawn a pistol |
| spawn rifle | Spawn an assault rifle |
| spawn shotgun | Spawn a shotgun |
| spawn infected | Spawn an infected character |
| spawn zombie | Spawn a zombie |
| spawn rabbit | Spawn a rabbit |
| spawn guard | Spawn a Sokol guard |
Estranged: Act II: A Masterclass in Indie Horror and Narrative Ambition
Introduction: The Fisherman’s Odyssey Continues
Estranged: Act II—later rebranded as Estranged: The Departure—stands as a testament to the power of solo development and the enduring appeal of atmospheric first-person horror. Released in 2017 after a lengthy Early Access period, this sequel to the 2014 Half-Life 2 mod Estranged: Act I expands upon its predecessor’s eerie island setting, corporate conspiracies, and survival mechanics. Created almost entirely by Alan Edwardes, with contributions from a small team of artists, musicians, and translators, Act II is a rare example of a passion project that transcends its technical limitations to deliver a compelling, if flawed, horror-adventure experience.
This review will dissect Estranged: Act II across its development history, narrative depth, gameplay systems, world-building, and legacy, arguing that while it stumbles in execution, its ambition and atmosphere cement it as a cult classic in the indie horror landscape.
Development History & Context: A Labor of Love
From Mod to Standalone
Estranged: Act II began as a direct continuation of Estranged: Act I, a free Half-Life 2 mod released in 2014. The original mod, built in Valve’s Source Engine, garnered praise for its immersive storytelling and environmental design, despite its short length and technical rough edges. Encouraged by community feedback, Edwardes and his team (including level designer Lyall Campbell and composer Elliot Hardman) decided to transition to Unreal Engine 4 for the sequel, seeking greater flexibility and visual fidelity.
The shift to UE4 was not merely technical—it represented a philosophical leap. As Edwardes noted in a 2015 Steam post, the Source Engine’s limitations (particularly its BSP-based level design) constrained Act I’s scope. UE4’s modular asset system and Blueprint scripting allowed for more dynamic environments and gameplay mechanics, though it also demanded a steep learning curve.
A Hobbyist’s Journey
Development spanned six years, with Act II entering Steam Early Access in March 2017 before its full release in May 2020. The game’s protracted development cycle reflects its status as a hobbyist project: Edwardes and contributors balanced Estranged with full-time jobs, education, and other commitments. This grassroots approach is evident in the game’s patchwork design—some sections feel polished, while others betray the constraints of limited resources.
The Nintendo Switch port (2021) further highlights the team’s dedication. Despite the platform’s hardware limitations, the port retains the game’s core experience, albeit with performance hiccups. As Way Too Many Games noted in their review, the Switch version’s framerate issues are forgivable given its indie origins.
The Indie Horror Renaissance
Estranged: Act II arrived during a golden age for indie horror, alongside titles like Amnesia: The Dark Descent (2010), Outlast (2013), and SOMA (2015). Unlike these games, which prioritized psychological horror or survival mechanics, Estranged blended action, puzzle-solving, and narrative-driven exploration. Its closest kin might be Half-Life’s environmental storytelling or System Shock’s corporate dystopia, albeit with a smaller budget and scope.
Narrative & Thematic Deep Dive: Corporate Secrets and Silent Protagonists
Plot Summary
Act II picks up where Act I left off: the Fisherman, a silent protagonist akin to Gordon Freeman, awakens on a storm-lashed island controlled by the shadowy Arque Corporation. The game’s opening—falling through a rotting shack into the ruins of Arque West—sets the tone for a descent into corporate malfeasance and biological horror.
The narrative unfolds through environmental clues, audio logs, and scattered documents. Players learn that Arque’s chemical research has spawned the Infected, zombie-like creatures that roam the island. The Fisherman’s goal shifts from mere survival to uncovering Arque’s secrets, culminating in a confrontation with the corporation’s security forces and the truth behind the outbreak.
Themes: Isolation, Paranoia, and Corporate Greed
- Isolation and Survival: The island’s desolation mirrors the Fisherman’s loneliness. Unlike Act I, which focused on escape, Act II forces players to confront the island’s horrors head-on.
- Corporate Dystopia: Arque’s facilities—abandoned offices, underground labs—echo System Shock’s critique of unchecked capitalism. The Infected are not just monsters; they’re victims of Arque’s experiments.
- Paranoia and Unreliable Reality: Lyall Campbell’s office level redesign (detailed in his portfolio) introduces a phantom figure who taunts the player, blurring the line between hallucination and threat.
Characters and Dialogue
The Fisherman remains a cipher, but supporting characters like Liam Jones and Johnathan Derril (voiced by Edwardes) add depth. Their audio logs reveal Arque’s internal strife, though the writing occasionally veers into exposition-heavy territory. The Infected, meanwhile, are more than cannon fodder—their grotesque designs and environmental storytelling (e.g., bloodstained labs) hint at their tragic origins.
Gameplay Mechanics & Systems: A Mixed Bag of Innovation and Frustration
Core Gameplay Loop
Act II blends:
– Exploration: Navigating Arque’s facilities, solving environmental puzzles (e.g., rerouting power, hacking terminals).
– Combat: Using melee weapons (pipes, crowbars) and firearms (pistols, shotguns) against Infected and security drones.
– Stealth: Avoiding patrols in later sections, though the mechanics are rudimentary.
The game’s pacing is uneven. Early sections excel in tension, but combat grows repetitive, and puzzles occasionally lack clarity. The Switch port’s controls exacerbate these issues, as noted in reviews.
Combat: Functional but Uninspired
Gunplay is serviceable but lacks the weight of Half-Life or DOOM. Melee combat, however, shines in claustrophobic encounters. The Infected’s erratic movements force players to adapt, though their AI is inconsistent—some charge blindly, while others lurk effectively.
Puzzle Design: Hits and Misses
Highlights include:
– The Office Level: Campbell’s redesign introduces a cat-and-mouse chase with rolling explosive barrels, a standout sequence.
– Environmental Storytelling: Deciphering Arque’s secrets via computer terminals and notes is rewarding, though some puzzles rely on obscure logic.
UI and Progression
The UI is minimalist, with health and ammo displays that avoid HUD clutter. Progression is linear, with no skill trees or upgrades—a missed opportunity given the game’s RPG-like setting.
World-Building, Art & Sound: A Haunting Island
Visual Design
UE4’s lighting and particle effects create a moody, rain-soaked island. Arque’s facilities contrast starkly with the natural environment:
– Exterior: Stormy coastlines, dilapidated shacks.
– Interior: Sterile labs, flickering fluorescent lights.
The game’s modular assets occasionally repeat, but the art direction sells the illusion of a lived-in world. The Infected’s designs—twisted, emaciated figures—are particularly unsettling.
Sound and Music
Elliot Hardman’s score is understated but effective, using ambient drones and dissonant strings to heighten tension. Environmental sounds (distant screams, creaking metal) immerse players, though voice acting is uneven.
Reception & Legacy: A Cult Classic in the Making
Critical Reception
Act II received mixed reviews:
– Way Too Many Games (65/100): Praised its ambition but criticized technical issues and predictable storytelling.
– Steam Users (83% Positive): Players lauded its atmosphere and narrative, though some found combat shallow.
Commercial Performance
As a budget title ($5.99 on Steam), Act II found a niche audience. Its Switch port expanded its reach, though sales figures remain undisclosed.
Influence and Legacy
While not a mainstream hit, Estranged’s development story—solo creator, community-driven, UE4 transition—inspires indie developers. Its blend of Half-Life’s environmental storytelling and Resident Evil’s survival horror offers a template for future indie horrors.
Conclusion: A Flawed Gem Worth Exploring
Estranged: Act II is a game of contradictions: ambitious yet rough, atmospheric yet mechanically uneven. Its strengths—immersive world-building, environmental storytelling, and indie spirit—outweigh its flaws (repetitive combat, technical hiccups). For fans of Half-Life, System Shock, or indie horror, it’s a must-play.
Final Verdict: 7.5/10 – A cult classic that punches above its weight, despite its stumbles.
Estranged: Act II proves that passion and creativity can rival big-budget horror, even if the execution isn’t always perfect. In the annals of indie gaming, it stands as a testament to what one person—and a dedicated community—can achieve.