Grounded 2 has landed in Early Access, bringing a much larger world and plenty of fresh bug-themed gameplay to fans. Developed by Obsidian Entertainment alongside Eidos Montreal, this sequel aims to build on the original’s survival charm with new mechanics and a more focused story. But does it hit the mark? Let’s unpack it.
I was a big fan of the first Grounded back in 2020. It combined story elements with survival in a way that kept me hooked once I got past the slow start. So I jumped into Grounded 2 expecting something familiar but bigger and better. Spoiler: it mostly is, but with some hiccups.
Forget the backyard, Grounded 2 takes place in Brookhollow Park, a map roughly three times larger than the original. Even the current playable section is about the size of the first game’s entire backyard. There’s a ton to look at, from a toppled ice cream cart creating a chilly little biome to fire pits and picnic tables scattered around. It already feels more alive thanks to new Ominent facilities and a higher density of bugs.
That liveliness, though, comes with a catch. The map isn’t split by difficulty zones anymore, so you’ll often run into tougher enemies much earlier than expected. For example, right near the starting Ranger Station, you’ll face Orbweaver spiders that can be pretty brutal if you’re unprepared. This can make early exploration a bit jarring, but luckily, you can mostly speed past threats on your Buggie.
Combat hasn’t changed drastically, but it got some neat tweaks. You still have light and heavy attacks, but the heavy one now has a proper animation and hits harder. There’s more incentive to mix up your moves, giving you more control over your fighting style. New enemies like scorpions add fresh challenges, and crafting armor and weapons has shifted toward RPG-style classes like fighter, rogue, archer, and mage.
This means your gear now leans into specific playstyles, but you’re free to mix and match however you want. Fancy sneaking around with knives? Go for it. Prefer smashing foes with a giant club? Also possible. Plus, your bug companion fights alongside you and can draw enemy attention, which sometimes turns the tide of battle.
Honestly, the biggest highlight here is the new Buggies. Riding bugs is everything I hoped for and more. These critters aren’t just transport; they have different roles. Red Ants excel at hauling and construction, while Orbweavers are better for travel. You can swap between them on the fly, which is super handy.
But here’s the rub: because you can zip around so fast, you might find yourself skipping actual exploration. I often just hopped on my Buggie and headed straight to quest markers or resources, which kinda defeats the purpose of exploring. The park will get bigger, so maybe that will balance out, but right now it feels like speed is cutting exploration short.
The story is way more front and center this time. You’ll need to follow quests to unlock resources and progress, unlike the original, where you had more freedom. The narrative kicks off with you waking up in an Ominent facility, piecing together how you shrank again and dealing with the fallout of Dr. Tully’s meltdown. You’ll work closely with the new Ominent director, Sloane, who guides you through the story missions.
The story feels more active and makes you feel important, but it does lock some progression behind specific quests. That might frustrate players who prefer wandering freely. For example, you can stumble on places like a blueberry orchard by chance, but story progress might require you to backtrack. Also, some powerful gear and vehicles, like the Orbweaver Buggie, are tied to story milestones.
The story itself is better than the original’s, with clearer goals and enough mystery to keep you curious. I won’t spoil much, but the introduction sets a solid stage. The Masked Stranger is a new antagonist who tests you throughout the game, adding a personal touch to the conflict.
Base building returns and stays important. It’s mostly the same as before, but easier to manage once you get a Buggie to help with gathering materials. New building materials add some variety, but there aren’t any big new mechanics like defense systems. If you liked building in the first game, you’ll feel right at home here.
Yikes, now for the rough part. This is Early Access, so bugs are expected, but Grounded 2 has a bunch of them. The most annoying is stuff falling through the ground, critters, items, even weapons, can vanish or get stuck in the air. Sometimes enemies get stuck or invisible, and I lost gear multiple times because of this. I even fell through the map once. It’s frustrating but not game-breaking yet.
Other issues include thrown items flying off unpredictably and random enemy spawns. The game feels kinda janky at times, but it’s fixable with patches.
On the plus side, Grounded 2 has some smart quality-of-life improvements. The new Omni-Tool replaces multiple tools like an axe and a shovel, freeing up inventory space. You can upgrade it at Ranger Outposts, which is convenient. Resource finders now show up on your map with a few button presses instead of hunting them down in the world.
The UI got a sleek update, too, with a minimalist design that clears your screen and lets you switch between first and third person anytime. It took me a bit to get used to, but I appreciate it now.
Overall, Grounded 2 is off to a strong start. It’s clearly Grounded but bigger, with new enemies, mechanics, and a sharper story focus. It has bugs, sure, but nothing that ruins the experience yet. If you enjoyed the original, you’ll find plenty to like here. I’m excited to see where the developers take it next.