Grounded 2

6 / 10
Action Adventure Early Access

Grounded 2: A Backyard of Promise, A Swamp of Performance Issues

Let me start by saying I wanted to love this game. I’ve been playing survival games since before they were called survival games—back when we called them “that game where you die a lot and build a shack.” Grounded was a rare gem: a fresh premise executed with love and attention to detail. So when Grounded 2 was announced, I cleared my schedule, brewed a pot of black coffee, and prepared to be shrunk again. And you know what? The bones are good. The marrow is rich. But the meat is still raw, and the chefs seem more interested in decorating the plate than cooking the steak.

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Let’s talk about the good first, because there is plenty. The shrinking premise remains a stroke of genius. A playground becomes an epic wilderness. A discarded ice cream cone is a frozen mountain. A puddle is an ocean. The environmental artists deserve a raise—the lighting, the scale, the way grass blades sway and cast shadows that make you feel like an ant in a cathedral. Unreal Engine 5 can produce stunning visuals when it cooperates, and here it often does. The buggy system—taming, riding, and commanding insect mounts—is the genuine highlight. It transforms traversal from a tedious slog into a joyful, chaotic rodeo. Riding a ladybug through a field of clover while a bombardier beetle gives chase? That’s the stuff. The progression loop of gather-craft-upgrade-explore remains solid, and the sense of discovery is real. Every strange new landmark pulls you forward.

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But then the stutter hits. And the crash. And the freeze. And the realization that your base has been devoured by a scorpion that somehow spawned inside your walls while the framerate tanked to single digits. This game runs like a three-legged horse with a head cold. I’ve got a decent rig—nothing exotic, but well above the recommended specs—and I’ve seen it drop from 60 to 15 FPS for no reason I can divine. The notorious UE5 shader compilation stutter is here in full force. One patch actually made things worse, turning a merely choppy experience into a slideshow. Back in my day, a game shipped complete. Early access wasn’t an excuse to sell a half-baked alpha and call it a celebration of community involvement. You want me to test your game? Fine. But don’t charge me full price and then tell me the bugs are part of the journey.

And the crashes. Oh, the crashes. Players report 35 crashes in 48 hours. I’ve lost progress to random freezes during boss fights. My buggies have vanished into the ether. My items have disappeared from storage stations. One unlucky soul beat a major encounter only to have the game crash before autosave, robbing them of the reward. That’s not “early access quirks.” That’s a QA failure. I’ve read better lore on a bar napkin than some of the excuses I’ve seen for shipping a game in this state.

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Then there’s the matter of priorities. The developers are already adding Playgrounds—a user-generated content mode—and Buggy Racing. These are neat ideas, but they feel like frosting on a cake that hasn’t finished baking. Where are the ziplines? Where are the faction raids? Where is the basic quality-of-life like multicrafting or a custom game mode? The UI is a downgrade from the first game—clunky, requiring long holds for every confirmation. The map is larger but often feels empty, with vast stretches of nothing between points of interest. The hot and cold biomes are tiny and shallow. The full story is incomplete. And yet we have buggy racing. It’s like building a swimming pool before you’ve finished the foundation.

Combat is a mixed bag. The new archetypes add some variety, but balance is all over the place. The boss King Dozer moves so erratically that you spend half the fight wrestling with terrain collision instead of the boss. Another boss, Axl, becomes trivial once you learn a single weak point. The difficulty curve is jagged: you’ll get slaughtered by random soldier ants in the first hour, then breeze through encounters that should feel threatening. The “woozy” status effect (some sort of disorienting blur) made me genuinely motion-sick—first time a game has done that to me in 25 years. There’s an arachnophobia mode, but it makes spider boss fights harder to read because the simplified blobs hide attack animations. That’s a design failure.

Multiplayer is where the game truly buckle-s under its own weight. Playing with friends is fun when it works, but the performance halves, desync issues abound, and crashes are frequent. Co-op should be the crowning jewel of a game like this; instead it’s a constant reminder that the code is held together with web silk and prayer.

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Despite all this, I keep playing. There’s a compelling heart buried under the instability. The exploration is addictive. The buggy system genuinely changes how you approach the world. The writing has moments of wit—Sloane Beaumont is a wonderfully hateable corporate caricature. The world reacts to your actions in small ways that reward curiosity. I’ve spent hours just wandering, luring a giant scorpion into a mantis boss fight, watching them duke it out while my framerate wept and my base burned in the distance. That’s memorable. That’s the spirit that made the first game great.

But I cannot recommend Grounded 2 in its current state. If you loved Grounded and absolutely must have more, you’ll probably find enough to justify the purchase—if you have a high tolerance for technical frustration. For everyone else: wait. Wait until the performance is patched, the content is complete, and the developers stop adding minigames before they’ve fixed the core experience. This game deserves to be judged on what it will become, not what it is now. And what it is now is a beautiful, broken promise.

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I’ll be here, sipping cold coffee, waiting for the day I can change my review to a recommendation. I hope it comes. Because underneath the stutters and crashes, there’s a masterpiece struggling to hatch.

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