- Release Year: 2023
- Platforms: iPad, iPhone, Nintendo Switch, PlayStation 5, Windows Apps, Windows, Xbox One, Xbox Series
- Publisher: Bedtime Digital Games ApS
- Developer: Bedtime Digital Games ApS
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Co-op, Single-player
- Gameplay: Puzzle elements
- Setting: Fantasy
- Average Score: 74/100

Description
Figment 2: Creed Valley is a fantasy action-adventure game set in a surreal, mind-bending world, where players navigate the twisted landscapes of Creed Valley using 2D scrolling visuals and a diagonal-down perspective, solving puzzles and engaging in combat as part of the Figment series sequel to the 2017 original, developed and published by Bedtime Digital Games.
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Figment 2: Creed Valley Reviews & Reception
metacritic.com (76/100): Generally Favorable Based on 12 Critic Reviews.
rockpapershotgun.com : a fun musical adventure a beat behind its predecessor.
opencritic.com (72/100): still a fun musical adventure for both young and older players.
destructoid.com : it’s really not a bad experience. It’s worth a try.
Figment 2: Creed Valley: Review
Introduction
Imagine venturing into the chaotic recesses of a weary mind, where nightmares belt out rock anthems, piano keys form precarious bridges, and your courage manifests as a scruffy toy soldier wielding a wooden sword. Figment 2: Creed Valley, the 2023 sequel from Danish indie studio Bedtime Digital Games, invites players back into this surreal psyche-scape, building on the whimsical foundation of its 2017 predecessor, Figment. As a spiritual successor that blends action-adventure platforming, environmental puzzles, and musical showdowns, it captures the essence of confronting inner demons—not with therapy sessions, but with rhythm-timed sword swings and perspective-shifting epiphanies. While the original Figment charmed with its novel dive into mental metaphors amid a post-Undertale indie boom, this sequel refines the formula into a more polished, emotionally resonant experience. My thesis: Figment 2 stands as a delightful, bite-sized triumph of indie creativity, proving that small teams can craft profound psychological tales, though its brevity and familiar mechanics temper its potential as a genre-defining classic.
Development History & Context
Bedtime Digital Games, a modest Copenhagen-based studio founded around 2015, emerged from the indie scene with Figment in 2017, a surprise hit that blended Psychonauts-esque mind-diving with Disney-inspired musical flair. Led by multi-hyphenate Niels Højgaard Sørensen—game director, writer, composer, and audio designer—the team of about 80 developers (plus 22 thanks in credits) drew from personal anecdotes for its nightmare foes, infusing authentic emotional depth. Figment 2 originated as planned DLC for the first game, allowing immediate post-launch development without the six-year gap feeling like a cold start. This evolution addressed Figment‘s criticisms, like “stiff” combat, by introducing directional dodges, new animations, and Piper’s full local co-op role.
Built on Unity—ideal for its 2.5D scrolling visuals and cross-platform ports—the game navigated modest tech constraints typical of indies in the early 2020s. Hardware demands were low (Intel i5, GTX 650 Ti minimum), enabling releases on PC (Steam/GOG), Nintendo Switch, PS4/PS5, Xbox One/Series, and later iOS/Android in 2025. The 2022 demo, featured in Nintendo’s Indie World Showcase, honed Switch optimization despite certification hurdles, taking 2-3 months amid production pulls. Released March 9, 2023, amid a saturated indie market flooded by cozy adventures (Unpacking, A Short Hike) and mind-benders (Cocoon), Figment 2 carved a niche in the post-pandemic “emotional wellness” wave, echoing Psychonauts 2‘s 2021 success. Publisher Bedtime self-funded, pricing at $24.99 (often discounted to $4.99), bundled with the original. Visionary touches like ethical mazes and opinion-choirs stemmed from Sørensen’s holistic approach, merging gameplay with philosophy in an era craving escapism.
Narrative & Thematic Deep Dive
At its core, Figment 2 weaves dual tales: the external plight of an overworked family man contemplating a house purchase while neglecting his wife and daughter, and the internal odyssey of Dusty (courage, voiced by Javaughn Henry) and Piper (optimism, Ora Chaya) restoring Creed Valley’s shattered Moral Compass. Nightmares—led by the dual-headed Jester (TJ Trueh)—have ignited civil war among the mind’s ideals, manifesting as fireworks-robots and dreidel minions. Players switch between “open-minded” (autumnal, starry skies fostering doubt) and “closed-minded” (cloudy, verdant rigidity) states via perspective switches, symbolizing balanced judgment.
The plot subverts expectations masterfully: what begins as nightmare-slaying evolves into a meditation on rigidity versus flexibility, work-life imbalance, and rediscovering joy. Dusty, the gruff comic-relief hero, arcs from dogmatic sword-swinging to embracing Piper’s whimsy, learning morality demands tandem mindsets. Dialogue sparkles with puns (“Just another day in the office”) and quirky opinion-eggs debating conspiracies or drunk-driving normalcy, voiced adequately (singing outshines acting, per reviews). Themes draw from team experiences—stress, anxiety, forgotten passions like music—juxtaposing real-world vignettes (the man’s ukulele abandonment) with mind-metaphors. Jester’s rock ‘n’ roll taunts expose fears of fun as frivolity, culminating in a theatrical finale reminding players: “prioritize people, enjoy life.” Critics lauded this “hero’s journey” for adult relatability (Adventure Gamers: 100%), though some found it simplistic (Destructoid: 60%). It’s a melodic fable on mental health, accessible yet profound.
Gameplay Mechanics & Systems
Figment 2‘s core loop—explore surreal hubs, solve puzzles, hack-and-slash foes, boss musicals—feels streamlined, clocking 4-5 hours (longer with collectible memory shards unlocking backstories). Top-down diagonal-down perspective aids clarity, with 3D characters popping on 2D planes. Combat refines the original: sword combos chain into spin AOE, dodges enable slams, but remains “light” and repetitive (four enemy types: robots, fireworks). Environmental tricks shine—redirect rockets, bait strongmen—adding creativity, though no RPG progression beyond endurance neurons (health pickups).
Puzzles elevate the experience: light-bulb sequencing, riddle-mazes, thought-block platforming, and a mid-game sheriff-mystery (clue-hunting, interviews) diversify without frustration (QA ensured balance). Perspective switches dynamically reshape worlds, like ethics mazes with flying books. Co-op innovates: Player 2 controls flying Piper for pecking/healing, kid-friendly sans combat pressure. UI is intuitive—minimal HUD, map absent but linear paths forgive—though Switch ports suffered loading/performance hitches (Nintendo Life: 60%). Flaws: linearity curbs agency, combat lacks depth post-hour two. Strengths: rhythmic timing (attacks sync music), optional shards reward exploration. A competent evolution, per Checkpoint Gaming (85%).
World-Building, Art & Sound
Creed Valley pulses as a living symphony: blocky stone ideals shift like thoughts, piano bridges chime underfoot, bongo-plants boom. Hand-painted 2D backdrops (Art Director Hugo Hallé) blend stylized surrealism—circus nightmares, luminescent caverns—with emotional color shifts (open: orange dusk; closed: green noon). Atmosphere evokes Psychonauts meets Disney, whimsical yet introspective, with discarded opinions in shadowy pockets underscoring rejection’s toll.
Sound design is genius: Niels Sørensen’s OST weaves ambient hums (rain sparks, rocket whooshes) into bombastic jazz exploration and villain rock (Black Hog’s guitars). Bosses taunt via theme songs, dodging to rhythms; choirs ballad discarded views. Fauna/tools musicalize traversal—clifftop trumpets, pencil-stair scratches—immersing players. Voice acting suits cartoon vibe (Piper’s optimism grating to some), but singing soars. Collectively, they forge cohesion: music as character, world as psyche-mirror, amplifying themes (God is a Geek: 90%).
Reception & Legacy
Launching to solid acclaim—MobyGames 78% critics (31 reviews, highs: Adventure Gamers/But Why Tho? 100%; lows: Destructoid/Nintendo Life 60%), Metacritic 76 PC (generally favorable), 72 Switch/PS5—Figment 2 sold steadily via bundles/discounts, collected by 100+ Moby users. Praised for charm, story/music (GamesCreed: “experience”), puzzles/co-op (PS4Blog: 85%); dinged for shortness, combat tedium, Switch bugs (Gameplay Benelux: 70%). Player scores mixed (Metacritic 6.5), valuing family play but noting value at $25.
Legacy evolves positively: refined Figment formula influenced cozy indies (Planet of Lana), affirming musical-mind-dives post-Psychonauts 2. Bedtime’s growth (experienced team, ports) hints at series potential—Hans Haave teased genre experiments. Bundles like Figment 1+2 ensure accessibility; 2025 mobile ports expand reach. Not revolutionary, but cements Bedtime’s niche in therapeutic gaming, inspiring emotional indies amid AAA burnout.
Conclusion
Figment 2: Creed Valley distills indie alchemy: heartfelt narrative, inventive puzzles, symphonic world-building into 5-hour bliss, refining Figment‘s quirks without overreaching. Dusty and Piper’s journey—balancing mind-states, slaying stress—resonates universally, backed by stellar art/sound. Shortcomings like repetitive fights and linearity prevent masterpiece status, but at discount prices, it’s essential for Psychonauts fans or co-op families. In gaming history, it endures as Bedtime’s endearing encore—a reminder to dance amid life’s rigors—earning a firm 8.5/10, a modern fable for minds adrift. Play it, reflect, and maybe pick up that ukulele.