Despair 2
Despair 2 is a 1996 first-person shooter developed and published by U-Neek Software. It is the direct sequel to the 1995 obscure MS-DOS title Despair, forming the second chapter of the Despair trilogy. Much like its predecessor, the game is a prominent artifact of the mid-1990s shareware boom and is notable for being built entirely using a consumer-grade game development toolkit rather than a proprietary studio engine.
Continuing the narrative from the first game, Despair 2 follows the unnamed protagonist’s ongoing battle against a hostile alien invasion. After surviving the initial incursion in the first episode, the player must plunge deeper into alien-infested installations to stop the extraterrestrial threat from establishing a permanent foothold on Earth.
Gameplay
Despair 2 adheres closely to the established formula of the first game, offering traditional 2.5D first-person shooter action. Because it was built on the same engine, the gameplay mechanics are virtually identical to its predecessor, functioning more like a massive expansion pack or new episode rather than a technologically advanced sequel.
Key gameplay mechanics include:
- Classic Maze Navigation: The game features labyrinthine, corridor-heavy level design. Players must navigate these mazes, hunting for colored keys and switches to unlock blast doors and progress to the exit elevator.
- Sprite-Based Combat: Players engage in fast-paced combat against pixelated, 2D alien sprites. The arsenal remains standard for the era, featuring basic projectile and hitscan weapons.
- Engine Quirks: Built on the 3D Game Creation System, the game features some verticality and angled walls, but lacks the true 3D environments, jumping mechanics, or looking up/down features that were starting to become standard with the release of games like Quake in the same year.
Development and Legacy
Despair 2 was developed by U-Neek Software using the 3D Game Creation System (3DGCS), a revolutionary, accessible software suite created by Pie in the Sky Software. The 3DGCS allowed aspiring developers and hobbyists to create their own “Doom-clones” without needing extensive coding knowledge, utilizing the underlying “Power 3D” engine.
Released as shareware/freeware during an era when the PC market was flooded with amateur titles distributed via bulletin board systems (BBS) and compilation CD-ROMs, Despair 2 represents the thriving DIY culture of 90s PC gaming. U-Neek Software would quickly follow up with Despair 3, concluding the trilogy and introducing slightly more complex scenarios, such as the aliens constructing a massive machine to destroy the Earth’s atmosphere.
Today, Despair 2 exists purely as a footnote in retro gaming history and is largely preserved by MS-DOS abandonware archivists. While it cannot compete with the legendary shooters of its time, it remains a charming example of early independent game development and the democratization of game creation tools.
Key Features:
- The Second Chapter — Continues the story of the Despair trilogy, offering new, more challenging maze-like levels and alien encounters.
- Made with 3DGCS — A fascinating historical example of a full game built using Pie in the Sky’s accessible 3D Game Creation System.
- Shareware Era Relic — Perfectly encapsulates the mid-90s PC indie scene, distributed directly to players during the height of the “Doom-clone” craze.
- Fast-Paced 2.5D Action — Stripped-down, pure retro shooter gameplay focused on finding keys, managing ammo, and surviving ambushes.
Release Platforms:
- MS-DOS — 1996
PC

