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Machinarium 2 is a direct continuation of Josef and Berta’s story, but it is not out yet. Amanita Design announced the sequel for Steam on Windows and macOS on October 8, 2026; Steam still listed its release date as “To be announced” when the announcement was published. The confirmed sequel adds a playable Berta, character switching, and gamepad support while retaining the original’s wordless communication, hand-drawn art, and Floex soundtrack identity.
If you remember the 2009 game, the most important expectation is continuity rather than reinvention: the story moves beyond Machinarium’s city, and puzzles are designed around what Josef and Berta can do together. Other platforms, a launch date, pricing, and additional systems have not been confirmed.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitches| Name | Best for | Key spec | Platforms | Checked |
|---|---|---|---|---|
| Machinarium | Players who want Josef’s original rescue adventure | Released October 16, 2009; Josef returns to the city to save Berta | Steam | November 2026 |
| Machinarium 2 | Returning players who want the story to continue with both robots playable | Switch between Josef and Berta; wordless puzzles; gamepad and mouse support | Steam on Windows and macOS announced; release date to be announced | November 2026 |
What is the relationship between Machinarium 2 and Machinarium?
Machinarium 2 follows Josef and Berta after the events of the first game. In the original, Josef’s quest is to get back to the city and rescue Berta from the Black Cap Brotherhood, according to the Machinarium Steam synopsis. The sequel begins after the pair escape the city together, crash-land in the barrens, and discover a hidden valley.
That valley contains two robot communities: the Elektrona monastery and the city of Oilton. Both are running short of power, creating the sequel’s immediate setting and problem. Amanita Design has not published a full plot summary, so details such as the cause of the power shortage, the identity of any antagonist, and the route between locations remain unknown. What is confirmed is a new region and a continuation of the same characters, not a reboot or an unrelated spin-off.
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Do I need to replay Machinarium before Machinarium 2?
You should be able to understand the sequel’s basic premise without replaying the first game, because the announcement establishes its new situation clearly. Replaying Machinarium is still useful if you want the emotional and narrative context for Josef and Berta’s relationship, the city they escaped, and the visual language Amanita uses to tell stories without conventional dialogue.
The original is available on Steam and launched there on October 16, 2009. Its adventure centers on Josef’s return to Machinarium and rescue of Berta, so a replay functions as a compact refresher rather than a prerequisite confirmed by the developer. There is no announced requirement to own the first game, no stated save-file transfer, and no evidence that progress from the original will carry into the sequel.
If you have limited time, revisit the opening and ending of the first game, then read the sequel’s official description. If you want to solve every puzzle again, treat the original as a separate complete adventure: nothing in the announcement says that Machinarium 2 remasters, bundles, or replaces it.
Can you play as Berta in Machinarium 2?
Yes. The clearest gameplay difference is that both Josef and Berta are playable. Players can switch between them and combine their different abilities to solve puzzles that neither robot could solve alone.
The announcement does not provide a skill list, statistics, or examples of a particular ability. It also does not say whether switching is free at any time, restricted to certain locations, or tied to a specific puzzle interface. Those details should not be inferred from trailers or artwork. The confirmed design implication is enough to set expectations: puzzles are built around cooperation, and Berta is no longer only the person Josef is trying to rescue.
For returning players, this changes how you should read an environment. In the first game, you generally look for a chain of interactions that lets Josef progress. In the sequel, look for two complementary routes: one robot may reach, carry, activate, or interpret something the other cannot. Until Amanita publishes more examples, the safest expectation is character-based puzzle solving rather than a catalog of combat abilities or role-playing statistics.
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How will puzzle solving differ from the original?
Machinarium 2’s confirmed puzzle change is cooperative play between Josef and Berta. The sequel announcement does not confirm combat, inventory rules, a hint system, difficulty settings, or a particular puzzle count, so those systems should be treated as unknown.
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The original’s appeal comes from examining a compact environment, noticing visual clues, and combining actions until Josef can move forward. The sequel can build on that foundation by making each location a coordination problem. A blocked path might require switching to Berta, observing a different interaction, then returning to Josef; alternatively, both robots may need to be positioned or used in sequence. Those are logical consequences of the announced abilities, not descriptions of unannounced mechanics.
Expect the game to communicate objectives visually rather than through quest logs full of text. Because the two robots have different abilities, carefully watching their animations and the objects they can affect will matter as much as clicking every visible item. If you prefer puzzle adventures with explicit instructions, the wordless presentation may require more observation and experimentation.
Does Machinarium 2 still use wordless storytelling?
Yes. Characters communicate through animated bubbles, symbols, and gestures instead of lines of written dialogue. This is a continuation of the first game’s defining presentation choice, not a switch to conventional subtitles or voiced conversations.
Wordless communication does not mean the story is absent. The animation in a thought bubble can show an objective, a memory, a warning, or a character’s emotional response without translating it into a sentence. Returning players should read these moments as instructions and characterization at the same time. Symbols may establish a relationship or location before the game asks you to act on it.
The approach also reduces dependence on a particular spoken language, but it can make small visual details important. Watch what a character points toward, what changes in the environment, and how Josef or Berta reacts after an interaction. Amanita has not announced a text-heavy accessibility mode, narration option, or language list for the sequel, so those features remain unconfirmed.
What control options are confirmed?
Amanita Design confirms both gamepad and mouse controls. The studio says gamepad play lets you move the robots directly and describes that method as its preferred way to play; mouse controls remain supported for players who want the classic pointer-driven approach.
That statement does not identify a particular controller model, button layout, vibration feature, or accessibility remapping. Do not assume compatibility with a specific device until the Steam page or a later support document lists it. A generic PC gamepad is an optional input choice, not a requirement established by the announcement.
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Mouse control may feel familiar to players of the original, while direct movement on a gamepad could make exploring the valley more continuous. The choice is practical rather than a gameplay-gating feature: the confirmed puzzles are designed for either supported input method. If you are buying a controller only for the sequel, wait for the final system requirements and control documentation; the game’s mouse support means you can plan to play without one.
How do the visuals and music compare?
The sequel preserves Machinarium’s handcrafted visual identity while expanding its subject matter. Amanita describes environments drawn by hand, inspired by old master drawings and Renaissance landscape paintings. The new barrens, Elektrona monastery, and Oilton are therefore presented as illustrated robot spaces rather than realistic 3D locations.
Tomáš Dvořák, known as Floex, returns as composer. The announcement promises symphonic arrangements alongside the familiar acoustic textures. That wording signals a broader musical palette, but it does not specify track counts, recording ensembles, audio formats, or whether the soundtrack will be sold separately.
For returning players, the combination of hand-drawn environments and expressive sound is a stronger continuity marker than any single interface feature. The sequel can change the setting and puzzle structure without abandoning the visual and musical language that made the first game recognizable. Amanita has not published final resolution targets, frame-rate targets, graphics settings, or PC hardware requirements, so those technical specifications should wait for the final store information.
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Machinarium 2 has been announced for Steam on Windows and macOS. At the time of the announcement and the available Steam listing, the release date was still “To be announced,” and the game was not available to buy or play.
Amanita said other platforms and dates would follow, but that is not a confirmation of a console, mobile, or handheld version. No launch window, price, edition structure, early-access status, demo, or preorder information has been published in the supplied sources. Avoid treating a wishlist page, artwork, or historical platform support for the original as proof of sequel availability.
The original Machinarium remains available through Steam. Its Steam page also lists a soundtrack and art book as digital Steam content. That supports the existence of those digital extras on the original’s store listing; it does not establish a physical edition, a sequel soundtrack release, or current merchandise stock.
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What did Amanita Design actually announce?
The official announcement is unusually specific about the sequel’s premise and broad design goals, but limited about release logistics. Amanita Design CEO and game designer Jakub Dvorský described why the studio chose to make the sequel now:
“We’re not getting any younger, and the world seems to be ending, so if we were ever going to make Machinarium 2, now is the right time. We’re also grateful to every player who waited patiently all these years. We couldn’t have done it without them.”
The quotation is from Amanita Design’s announcement carried by Games Press. It explains the project’s motivation and acknowledges the long wait; it is not a release-date promise or a statement about sales, player numbers, or development milestones.
The same announcement confirms the playable-character switch, wordless communication, hand-drawn art direction, Floex’s return, and the initial Windows and macOS Steam target. Claims beyond those points—such as multiplayer, branching endings, crafting, achievements, cloud saves, or specific hardware requirements—are not supported by the announcement or store listing.
Machinarium 2 vs. Machinarium: the practical differences
| Category | Machinarium | Machinarium 2 (confirmed) |
|---|---|---|
| Story position | Josef tries to return to the city and rescue Berta from the Black Cap Brotherhood. | Josef and Berta continue after escaping the city, crash-landing in the barrens, and finding a hidden valley. |
| Playable characters | The Steam synopsis presents Josef as the central character. | Josef and Berta are both playable, with switching between them. |
| Puzzle approach | Josef’s individual adventure. | Different abilities must be used together; some puzzles cannot be solved by one robot alone. |
| Communication | A puzzle adventure presented through Amanita’s visual style. | Animated bubbles, symbols, and gestures communicate without conventional lines of text. |
| Controls | The comparison does not require a specific current control claim. | Gamepad and mouse support are confirmed; Amanita prefers gamepad play. |
| Setting | The city of Machinarium and Josef’s route back to it. | The barrens, Elektrona monastery, and Oilton, where robot communities face a power shortage. |
| Art and music | The original’s established hand-crafted identity. | Hand-drawn environments inspired by old masters and Renaissance landscapes; Floex returns with symphonic and acoustic elements. |
| Status | Released on Steam October 16, 2009. | Steam listing present; release date still to be announced; Windows and macOS announced. |
What remains unknown before launch?
Several purchase decisions cannot yet be made from the confirmed information. Amanita has not supplied a release date, price, system requirements, final platform list, or details of editions and downloadable content. There is also no confirmed information about save transfers, a required play order, accessibility options, localization, achievements, or a demo.
Those gaps matter because a Steam announcement can establish the creative direction without settling the technical launch plan. Windows and macOS are the announced starting platforms, not a guarantee that every computer meeting a future minimum specification will run the game identically. Likewise, “other platforms and dates would follow” expresses intent to share more information, not a dated console launch.
Check the Machinarium 2 Steam page for changes to availability, release timing, requirements, and pricing. Until those fields are updated, wishlist or announcement status is the most accurate description of the game’s availability.
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Should returning players use a gamepad or mouse?
Either is valid because both are officially supported. Choose a mouse if you prefer pointer-based interaction or want an input method similar to the original PC experience; choose a gamepad if direct robot movement sounds more natural and you want to follow Amanita’s stated preferred control style.
There is no confirmed advantage in puzzle-solving terms. The announcement does not say that one input method unlocks actions unavailable to the other. A controller is therefore an optional comfort purchase, not a prerequisite. Wait for the final control map and accessibility information before selecting a particular model.
How should you approach the sequel as a returning fan?
Start with the confirmed continuity: Josef and Berta are together, the story has moved beyond the city, and the new problem concerns power in two robot communities. Expect to observe rather than read, because animated symbols and gestures remain the primary communication method. When a puzzle stalls, consider which robot’s ability you have not tried and whether switching changes what an object can do.
Keep expectations narrow until Amanita publishes more. The sequel is not confirmed to have combat, multiplayer, a branching narrative, a specific difficulty system, or a launch date. What you can safely look forward to is a new illustrated setting, cooperative puzzle logic built around two playable robots, gamepad or mouse input, and music by Floex that combines symphonic arrangements with familiar acoustic textures.
How we compared the games
This comparison uses the original and sequel Steam listings plus Amanita Design’s announcement. The criteria are the areas returning players need to decide whether the sequel feels like a continuation: narrative position, playable characters, puzzle-solving roles, communication, controls, visual direction, music, platforms, and release status. Unannounced systems, dates, prices, and hardware requirements are left out rather than estimated.
Sources
- Machinarium 2 on Steam
- Amanita Design announces Machinarium 2 (Games Press)
- Machinarium on Steam
- Machinarium Team announcements on Steam Community
Frequently Asked Questions
Is Machinarium 2 out yet?
No. The Steam listing still showed the release date as “To be announced,” and the game was unavailable at the time of the November 2026 information check. A wishlist or store listing should not be read as a playable release.
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Will Machinarium 2 come to consoles or mobile?
Amanita Design has only confirmed Steam on Windows and macOS so far. The studio said other platforms and dates would follow, but it has not named a console, handheld, or mobile version.
Can I play Machinarium 2 without owning Machinarium?
There is no announced ownership or save-transfer requirement. The sequel has its own setting and premise, although playing the original can provide context for Josef, Berta, and their escape from the city.
Is the Machinarium 2 soundtrack available separately?
A separate sequel soundtrack release has not been confirmed. The original Steam listing includes a soundtrack as digital Steam content, while the sequel announcement only confirms that Floex is returning to compose.




