As with its predecessor, De Blob 2 was developed for home consoles by Blue Tongue Entertainment and published by THQ, this time in association with the TV network Syfy.
The INKT Corporation, as before, manages to drain all color from the city and also turns its inhabitants, the Prismans, into generic worker drones referred to as Graydians.
Blob frees the lands one by one, as he did in the last game, fighting against many foes, including a massive monster created in a factory accident, as he approaches Comrade Black.
The player once again controls Blob, who can mix colors in order to paint objects and bring life to the cityscape, which in turn opens up previously locked areas.
Blob is given missions by his friends in the Color Underground, such as completing timed races, defeating enemies, liberating captured Graydians and seizing important landmarks.
One example is Blob's new ability to perform a powerful dash attack, which breaks through obstacles and kills most foes, at the expense of a sizable number of paint points.
Furthermore, as the player progresses through the game, they obtain "inspiration points", which are used at the Idea Emporium to purchase upgrades for Blob, such as increased paint capacity and defensive shields.
The second player takes control of a new member of the Color Underground named Pinky, who is able to assist Blob and help him surmount more difficult challenges.
It is divided into individual levels that require Blob to make use of wall jumping and a slingshot technique to traverse environments, with these features drawing comparisons to the gameplay used in the Sonic the Hedgehog series.
Initially titled as de Blob: The Underground, the game had a demo at the conventions, though only the Wii and Nintendo DS versions were playable.
Project director Nick Hagger said that the development team aimed to build upon the prior game, while retaining the best gameplay elements that were praised during its reception.
In an interview, Hagger said that they had looked at the criticisms of de Blob and identified that the variety of tasks offered to the player was a key area of improvement to focus on.