Some reassuring hands-on time before launch this month

I couldn't be more thrilled that SteamWorld Dig is getting a follow-up. I loved its core loop of digging, collecting treasure, and heading up to the surface to buy upgrades that enabled you to delve deeper and more efficiently, opening up new areas and secrets. It all clicked. My main issue? The game ended too soon. I loved it, but it fell short of its potential, something Image & Form will readily admit.

SteamWorld Dig 2 won't suffer that same fate.

At PAX, I was able to sit down and chat with Image & Form CEO Brjann Sigurgeirsson, Nintendo Switch in hand. I was free to explore using an existing save file that had a bunch of far-off warp points and abilities already unlocked, allowing me to get a sense of scope (the map is varied, sprawling, and dense with secret collectibles) and traversal options (hover-boosting and hookshotting are a joy). Also, bosses. Plural! There thankfully won't just be one confrontation like in SteamWorld Dig.

There's a similar loop to the first game in that you'll still be digging, collecting, and returning to the surface to sell in town, but it looks and plays better and feels all around more ambitious.

One change I'm particularly fond of: being able to pump collectible resources into your ability upgrades and then alter them on the fly to best fit your current situation and goals. As much as I'm a fan of the original SteamWorld, it'll be tough returning to it after having just briefly tried the sequel.

It's silly to get attached to earning collectibles in a game at a convention, especially one that's due out in a matter of weeks, but SteamWorld Dig 2 got its hooks in me in that way. I couldn't help myself. Completionists are going to have a hell of a time with this one, myself happily included.