Axiom Verge 2

It is the sequel to Axiom Verge and was released on August 11, 2021, for Nintendo Switch, PlayStation 4 and Windows (exclusive to the Epic Games Store client).

Indra also encounters the Lamassu, a highly advanced AI that released the robots to exterminate all humans on Kiengir and destroy the cargo lift.

Indra later acquires a humanoid replacement body and does battle with Amashilama, but both parties find that the advanced technology built by the native Sagiga will always prevent them from dying.

The Lamassu explains Amashilama's plans: she will acquire an army of war machines known as Siuna and use them to raze the mother world A'ansur.

The new Indra prepares to a rig a powerful Breach bomb that will destroy the portal from Kiengir to A'ansur, but Amashilama intervenes and traps her in a force field after a battle.

The new Indra realizes she only wants to turn Damu back into a physical being and no longer cares about returning to Earth, and so joins the Kazakhs, who unbeknownst to the Hammond Corp team have transcended humanity.

[11] Mayssa Karaa provided vocals for the music,[12] which Happ branched out into the folk and fantasy genres while continuing the electronic style of the first game.

[1][13][14] Tom Sykes of PC Gamer praised the title, calling it a "bold and ambitious sequel" that builds on the work of its predecessor.

[9] Tristan Ogilvie of IGN enjoyed the world of the game, "Axiom Verge 2 is a dual-dimensional Metroidvania that's engaging to explore despite its one-dimensional combat and underwhelming boss fights.

"[17] GameSpot liked the new biomes present, describing them as "suitably distinct from one another" and additionally gave praise to the new world saying, "The Breach's ingenuity is derived from the way it challenges you to solve navigational puzzles".

[6] Polygon felt the "existential kind of isolation" that the story brought to the game gave Axiom Verge its "most powerful moments".

[20] Game Informer's Matt Miller felt the size of the map could overwhelm the player, and criticized the lack of variety, saying that "the many interconnected corridors begin to blend into a long and confusing blur".

[16] Rock Paper Shotgun felt the high use of backtracking and poor objective placement led the game to be unnecessarily confusing to the player.

The same location in the Overworld (top) and the Breach (bottom)