Hiveswap: Act 2

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Description

Hiveswap: Act 2 is a comedic episodic adventure game set in the sci-fi world of the Homestuck universe, following Joey Claire as she navigates puzzles and explores the fully realized alien planet of Alternia after being swapped with a troll. Developed by What Pumpkin Games, this point-and-click adventure expands the rich lore and comedic narrative of the series with engaging third-person gameplay and vibrant environments.

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Reviews & Reception

metacritic.com (60/100): After three years of development, Hiveswap: Act 2 is just fine. Hopefully the next instalment is stronger and will come earlier than 2023, but we’ll have to wait and see.

culturedvultures.com (60/100): An okay but not great next act.

opencritic.com (60/100): After three years of development, Act 2 is just fine. Hopefully the next instalment is stronger and will come earlier than 2023, but we’ll have to wait and see.

Hiveswap: Act 2: Review

Introduction

The wait for Hiveswap: Act 2 was nothing short of legendary. Spanning three years since the release of Act 1 (2017), this narrative-driven adventure emerged from the fertile, chaotic lore of Andrew Hussie’s webcomic Homestuck, a fandom phenomenon that birthed one of Kickstarter’s most successful campaigns—raising over $2.4 million in 2012. For fans, Act 2 represented not just a sequel but a commitment to fleshing out the alien planet of Alternia and its troll-centric society. Yet, the journey was fraught: development hurdles, studio transitions, and a narrative that grew increasingly complex. This review posits that Hiveswap: Act 2 is a charming, visually rich exploration of a meticulously built world hampered by structural pacing issues and padding, leaving it a bittersweet bridge to an unfinished saga.


Development History & Context

Hiveswap’s genesis is a microcosm of independent ambition. Conceived by Hussie as a spin-off to Homestuck, the game aimed to be accessible to newcomers while rewarding fans with deep lore. Its Kickstarter success ($2.4 million, the fifth game on Kickstarter to breach seven figures) underscored unprecedented fan investment. Initially developed by The Odd Gentlemen (known for P.B. Winterbottom), the project imploded in 2016 due to financial mismanagement, forcing a full reboot under Hussie’s in-house studio, What Pumpkin Games. This pivot necessitated technological recalibration: a planned 3D engine was scrapped for Unity-based 2D art to expedite production, shifting the visual style toward hand-drawn animation reminiscent of 90s point-and-click classics.

By 2020, the gaming landscape had evolved. Point-and-click adventures were experiencing a niche resurgence (e.g., Oxenfree, Night in the Woods), but Hiveswap’s episodic structure and deliberate pace clashed with mainstream trends. The COVID-19 pandemic further compounded delays, though developers like composer James Roach (who returned alongside Undertale’s Toby Fox) kept fans engaged via social media and spin-offs like Pesterquest and Hiveswap Friendsim. Act 2’s release on November 25, 2020, thus carried the weight of eight years of promises, scrutiny, and shifting creative priorities.


Narrative & Thematic Deep Dive

Act 2 (“Dead Freight”) picks up with human Joey Claire and troll Xefros Tritoh fleeing Outglut’s destruction en route to Jeevik Island. The core plot—a race against time to board a train and meet Fiamet/Cridea Jeevik—unfolds as a series of escalating social and political trials. Alternia’s blood-caste system becomes the narrative backbone, with Joey’s alien status forcing her to navigate a society where “rustbloods” are oppressed by highbloods. The train journey transforms into a microcosm of Alternian hierarchy: each car mirrors a stratum of society, from the chaotic rust/bronze car to the treacherous purpleblood domain.

Character interactions drive the narrative. Joey’s earnest naivety contrasts sharply with trolls like Marvus Xoloto, a flamboyant purpleblood who coerces Joey into “murderous” dares, and Tyzias Entykk, a tealblood legislacerator presiding over an Ace Attorney-style trial. The trial minigame—a central conflict where Joey defends accused jadeblood Daraya Jonjet—exposes themes of injustice and systemic corruption. Yet, the dialogue often falters; verbose monologues (e.g., Chahut’s ramblings) disrupt flow, and humor leans into niche references (e.g., “religious clowns”) that may alienate new players. The climax, a train obliterated by Fiamet’s lusus, is a brutal cliffhanger that promises apocalyptic stakes but feels abrupt, unresolved by Act 2’s end. Thematically, the game explores cultural collision, identity, and the cost of rebellion, though its messaging is occasionally muddled by bloated subplots.


Gameplay Mechanics & Systems

Act 2 retains Act 1’s point-and-click framework but refines its dual-character dynamic. Players toggle between Joey (human, uses tech gadgets) and Xefros (troll, excels at social manipulation), each solving distinct puzzles. This fosters variety but highlights UI inconsistencies: Joey’s hint system is functional, yet Xefros’ interactions lack guidance, leading to trial-and-error frustration.

Puzzles range from inventive to tedious. Highlights include:
Bee Dance Minigame: A rhythm-based task (later removed for accessibility) where Joey performs for a troll’s lusus.
Train Car Conundrums: Fetch quests and environmental puzzles (e.g., rerouting tracks) dominate the middle act, overstaying their welcome.
Ace Attorney Trial: A standout segment requiring evidence gathering, witness examination, and courtroom theatrics. Its multi-hour runtime, however, exemplifies the game’s padding, with repetitive dialogue and flashing visual effects.

Inventory management via the sylladex (a storage system based on Homestuck lore) adds depth but feels underutilized. Progression is purely narrative; there’s no skill tree or equipment upgrades, emphasizing story over mechanics. The result is a game that feels intermittently brilliant but uneven, with pacing that sags under the weight of its own ambition.


World-Building, Art & Sound

Alternia shines as a character in itself. What Pumpkin’s world-building is obsessively detailed: from the neon-drenched “Gyrating Slopdisc” train station to the claustrophobic jadeblood car, each locale drips with alien biology and societal norms. The Troll Call—288 unique trolls with distinct personalities and backstories—introduces memorable figures like Chahut (a chaotic highblood) and Azdaja Knelax (a stoic mercenary), whose musical themes (composed by Roach) intertwine when interacting. This richness rewards exploration, though minor trolls often feel like window dressing.

Art direction is a triumph. Hand-drawn 2D animation captures Homestuck’s kinetic energy, with expressive character sprites and vibrant, painterly backgrounds. Joey’s sweatshirts and horns contrast with trolls’ bioluminescent skin, creating a visually cohesive yet alien aesthetic. The soundtrack (Roach, Fox, Clark Powell) elevates every scene: orchestral bombast for highblood encounters, melancholic melodies for quiet moments, and the iconic clown motifs for Marvus’s segments. Sound effects—like the whir of drones or the buzz of lusii—ground the fantastical in tactile reality. Together, art and sound transform traversal into a sensory feast, making Alternia feel lived-in and dangerous.


Reception & Legacy

Act 2 arrived to mixed-to-positive reviews. Critics praised its art, music, and world-building but criticized pacing and padding. Adventure Gamers called it “charming and beautiful” but noted it “doesn’t take us very far in the overall story.” Cultured Vultures scored it 6/10, lamenting that the game “is just fine” after three years of development. On Steam, 87% of 1,099 reviews were “Very Positive,” with users lauding character depth but decrying the trial’s “ludicrous” length.

Commercially, Act 2 sold steadily on Steam ($14.99) and GOG, supported by What Pumpkin’s merchandise ecosystem. Yet, its legacy is shadowed by unresolved controversy. The game launched without credits (patched days later), sparking accusations of poor developer treatment. Far more damaging was the hiatus of Acts 3–4: rumors of cancellation swirled after Hussie’s 2021 departure from What Pumpkin, Viz Media’s withdrawal from funding, and trademark expirations. Though composer James Roach confirmed Act 3’s ongoing development in 2024, the project’s future remains uncertain.

Act 2’s true impact lies in its fan community. Fandom-driven projects—fan fiction (e.g., Kakalot/xefrostritoh55’s alternate timelines), mods (Friday Night Funkin’ crossovers), and even a Spelunky 2 adaptation—keep Joey and Xefros’ story alive. This grassroots preservation underscores Hiveswap’s cultural resonance, even as its official future hangs in the balance.


Conclusion

Hiveswap: Act 2 is a flawed yet fascinating artifact of independent game development. It succeeds as a love letter to Homestuck’s lore, offering a lush, immersive world and unforgettable characters. Yet, its structural issues—tedious pacing, bloated puzzles, and an abrupt cliffhanger—prevent it from reaching its potential. For fans, it’s a necessary, if imperfect, chapter in an ongoing saga. For newcomers, it’s a charming but demanding entry point into a niche universe.

Ultimately, Act 2 stands as a testament to ambition outpacing execution. It expands Hiveswap’s vision but stumbles under the weight of its own mythology. Whether Act 3 will deliver on its promises remains unknown, but Act 2’s legacy is secure: as a bold, beautiful, and unresolved ode to a world far more compelling than its gameplay. Grade: B+.

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