Fear & Hunger 2: Termina cover art

Fear & Hunger 2: Termina

2022Miro HaverinenPC (Microsoft Windows)

Fear & Hunger 2: Termina is oppressive, relentless and hopeless. A mix of jRPG and Survival Horror. Turn-based combat meets resource management. 3 days to explore the wicked town of Prehevil and find out about its dark secrets. 3 days until the pale and sickly green moon rises at its apex. Termina is upon us!

What it feels like

The game explicitly describes itself as 'oppressive' and creates a suffocating atmosphere of dread and hopelessness throughout its 3-day countdown. A slow-building anticipatory fear structures the entire experience: 3 days until Termina arrives, building constant tension toward an inevitable terrible event. The game unflinchingly embraces brutality, harsh darkness, and the grim reality of its doomed setting and dark secrets.

Oppressive95%
Dread90%
Grim85%

What it's about

Horror is the primary aim of the experience, designed to frighten and disturb the player through its oppressive atmosphere and relentless tone. The approaching Termina—a sickly green moon rising at its apex—evokes dread of vast, incomprehensible cosmic forces beyond human control. Unraveling the dark secrets of Prehevil and understanding what Termina is structures core exploration and discovery.

Horror90%
Cosmic Horror75%
Mystery70%
Psychological Horror70%

How it plays

Survival horror mechanics emphasize scarce resources that must be gathered, budgeted, and spent under pressure within the 3-day constraint. jRPG-style turn-based combat is a core interaction system alongside survival mechanics. Managing hunger, health, and other survival pressures is central to the turn-based combat and exploration experience.

Resource Management85%
Turn-Based Combat80%
Survival Needs75%

How it looks and sounds

The sickly green moon and oppressive palette suggest a desaturated or constrained color scheme reinforcing the grim atmosphere.

Monochrome50%

How it's structured

An explicit in-fiction countdown—3 days until Termina—forces prioritization and creates constant temporal pressure. The rigid 3-day deadline with knowledge carried across potential resets creates a bounded repeating structure central to the experience. Prehevil is a wicked town explorable in largely non-linear, player-chosen order during the 3-day window.

Timed Deadline85%
Time Loop80%
Open World65%
Sandbox60%

Shares Horror, Dread, Cosmic Horror, Oppressive.

Both lean into Horror, Dread, Cosmic Horror, Oppressive.

Horror85%Dread80%Cosmic Horror95%Oppressive75%
Look Outside56% match

Shares Horror, Dread, Cosmic Horror, Oppressive.

Both lean into Horror, Cosmic Horror, Dread, Oppressive.

Horror75%Cosmic Horror85%Dread70%Oppressive65%
Desolate53% match

Shares Horror, Dread, Survival Needs, Resource Management.

Both lean into Horror, Dread, Survival Needs, Resource Management.

Horror85%Dread65%Survival Needs75%Resource Management60%

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Horror85%Grim70%Survival Needs75%Resource Management50%
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