Space Prison Escape 2
Click to play — free via gamemonetize Free to play in your browser — no download, works on desktop and mobile.
About Space Prison Escape 2
The great spaceship getaway lasted exactly half the trip home. Earth was finally in sight when alien pursuers dragged our heroes onto a different planet and locked them in an all-new prison — which means the duo is back in business, and this breakout is bigger, stranger and considerably more guarded than the first. Ten-ish stages of alien corridors, security gadgetry and timed gates stand between the cell and the launch pad.
The co-op mechanics got an upgrade with the scenery. Alongside the usual double jumps, both captives can now hang on walls, and the prison's vertical shafts are designed around that skill — one player anchors on a wall while the other crosses a laser grid, or both climb opposite shafts to meet at a door with two locks. Player one runs on WASD with an action key for jumping and interacting; player two mirrors everything on the arrow keys, and neither escape route works solo.
Like its predecessor, the game rewards talking: who draws the patrolling guard, who hits the switch, who goes first through the doorway that might close. Prison two is meaner than prison one, and the finale demands everything — wall hangs, double jumps and genuine division of labor. Get out together, again, and this time maybe avoid the spaceship shortcuts.
How to play
| Desktop | Player one moves with W, A, S and D and uses F to jump, double-jump and interact; player two uses the arrow keys with K and L, and both players can hang on walls. |
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| Mobile | Touch controls split both prisoners' movement and actions across the screen for two-player escapes anywhere. |
Tips & tricks
- Wall-hang is a pause button — anchor mid-shaft and watch the patrol cycle before committing to the crossing.
- Most gates need one player to hold a switch while the other passes; agree on roles before touching anything.
- Double-jumps reach side ledges that hold keys and switches, so scan vertical space before running the obvious floor.
- If a corridor looks empty, it is a trap that has not introduced itself — send the player without the key first.
- Learn each screen's escape route backward: knowing the retreat matters as much as the advance.
Screenshots
