It seems a bit odd that after two games in the stable Ground Shatter would launch the third into early access. Presumably whatever they intend to learn from this process, they have a few years of in-the-field data on, and yet here we are with 2 Fights in 2 Tight Spaces, a direct sequel to Fights in Tight Spaces and half-sibling to follow-up Knights in Tight Spaces.
This sequel most closely follows the template of the original, dropping you into the sillhouetted shoes of one of four super spies whose job is to beat people up in various locations. While the original had a loose story and Knights’ roguelike structure followed a basic narrative, at this point 2 Fights in 2 Tight Spaces doesn’t have much of anything going on, story-wise.

Instead you choose between skirmish and campaign, and if it’s the latter you’ll see a roguelike progress map separated into rooms like Alleyway, Restaurant, Kitchen, or Gangway. What follows is more of the same: you’re dealt a deck of cards that represent attacks, blocks, movement abilities, special strikes, and defences, and granted a number of action points each turn with which to navigate the area and take out all the goons.
The big change here besides the co-op multiplayer (which I haven’t tried), is the addition of disarming moves, which give you the opportunity to take weapons, including guns, from the opponent. It’s fun to do and having a gun initially feels pretty empowering, until you realise they don’t do all that much more damage than a punch, even if you’re close enough to search the enemy’s pockets.
Knives, bats, pistols, uzis, shotguns – they all sound deadly on paper but don’t do much to turn the tide. Guns have the added bonus of range, which can be handy, though the enemies will try to work around your line of sight. As before, 2 Fights in 2 Tight Spaces delights in overloading you with enemies and randomising your deck, so you will always have to think on your feet. There is campaign progress here though, and you won’t automatically have to restart an entire run if you lose. You will if you log out though, so watch out for that.

The idea behind all this is that each stage is a drawn out tactical version of one of those scenes in a John Wick or Jason Bourne film where the hero wipes out a roomful of hired mercs in seconds. The replay camera is much better now, apparently to this end, but it still feels a little clunky and jerky when you watch a level back. If they could just it to work smoothly, I’d be all in.
Ground Shatter have added difficulty levels, as well as a choice of agents and a number of curated starter decks built towards things like defence or aggression to help you hone your playstyle. I still found it challenging on the default setting, using the Balanced deck, but veterans will have an easier time. Ultimately it’s more of a puzzle game than a fighting game, which is reinforced by the greater emphasis on environmental attacks. Perform a head smash in the right area in the kitchen, for example, and you’ll stick someone’s head right in the chip fryer. Of course, the art style hides an physical damage so, as with the guns, you’ll never know you’ve shot someone in the face then deep-fried their head like a pound of cod until they suddenly topple over.

Environments look great now, though, with stylised backdrops that add a great deal of atmosphere and character. Anything coloured bright yellow can usually be interacted with, which it’s easier to make out blocked squares on the floor or the symbols displayed on cards above the enemy heads. Characters are still two-tone blocks of stark colour, but we’re working in baby steps here.
It’s safe to say that if Fights in Tight Spaces is your bag, then this will be too. It’s like being in a live John Wick movie, and despite a handful of early access bugs, progress the campaign is smooth and satisfying.
2 Fights in 2 Tight Spaces is available in early access on PC via Steam now.