The Room Two

The Room Two

The Room Two continues the time-spanning journey of its predecessor and greatly expands the unique puzzle game. Follow a trail of cryptic letters from an enigmatic scientist known only as "AS" into a captivating world of mystery and tactile exploration.


The game's story picks up from the previous title, in which the player is trapped in a mysterious zero-based dimension and follows the footsteps of an acquaintance (known only as "A.S.") who has discovered these zero element-based boxes that give them supernatural properties. Through a series of notes, A.S. reveals his entanglement in this dimension; he has found rooms connected to others that have come into contact with the zero element, with the material distorting reality around these self-contained rooms while still connecting them. Passage is possible only when the puzzle is solved, revealing a piece of zero that, when viewed through the player's eyepiece, reveals the next door. The friend's letters ask the player character to move quickly through the rooms, warning of the danger of madness for those who are exposed to it for too long. A.S. reveals that he had already gone too far to find a way out. While working in one of the rooms, the player discovers the body of A.S., who has been trapped in the rooms for many years due to the strange passage of time in Null. When the player completes the last room, he finds the exit that leads back to the house where the first game began, but he is pursued by the tendrils of an evil entity that uses Null. The player character escapes the house in time as the tendrils implode parts of the house and take the passage to the zero with them.


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  • BenBa
     66*** Saarbrücken
  • Sagamund
     63*** Bad Orb
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