Lawn Mowing Simulator 2 key art

Review · 27 Sept 2026

Lawn Mowing Simulator 2

Cutting grass still feels as good as the demo promised; running the business built around it is where eleven hours started to drag.

6.4out of ten
after 11 hours

Skyhook Games · Simulation · PC · released 23 Sept 2026 · Business grown to four employees and two licensed mower brands, nineteen contracts completed, engine-repair system unlocked

This review11 hrs
Typical main story14 hrs

Played 21% less than the game usually takes to finish.

Tested on RTX 3060 · 1440p · High preset · 60 fps on standard lawns, drops to the high 30s on the largest overgrown properties with dense grass tech active

The actual mowing is still the best part, same as the demo suggested back in June. New grass tech makes overgrown lawns genuinely satisfying to bring down to an even cut, and the addition of leaf-blowing gives a second, quieter task to alternate with when a property doesn't need the mower at all. Eleven hours in, laying a clean stripe pattern across a big yard still felt good on the fortieth lawn the way it did on the fourth.

The business layer is honest about what it is

Create a logo, take contracts, buy bigger and better licensed mowers from Kubota, STIGA and SCAG as the business grows, hire workers to run parallel contracts while you handle the ones you want to do yourself. It doesn't pretend to be more than that, and taken as pure business-sim structure it's coherent — profits from contracts fund equipment, equipment unlocks bigger contracts, and fixing your own broken engines instead of paying for repairs is a real way to keep margins healthy early on.

Contracts completed
19
Employees hired
4
Engines repaired personally
6

Where it slips

The loop that felt meditative for the first five hours started feeling thin by hour nine. Contracts vary in lawn shape and size but not in what you're actually doing on them, and once a second mower brand is unlocked there's little reason to keep using the first — the progression is additive rather than genuinely different at each tier. Hiring workers is supposed to let the business scale, but managing what they're doing added a layer of menu-checking that competed with, rather than complemented, the actual mowing.

The wider reception has been rockier than the mowing itself deserves — part of that is unrelated review-bombing from players expecting something else entirely, but part of it is a real, repeated complaint about the asking price for a loop this narrow once the novelty of the grass tech wears off. Eleven hours in, that complaint tracks: the first five hours are worth full price on feel alone, the back half leans on business-sim busywork to fill the time.

The verdict

Worth it if the core appeal is the mowing itself and you're fine treating the business layer as a light frame around it rather than a deep management game in its own right — the grass tech and stripe-cutting satisfaction genuinely hold up. Wait for a sale if contract variety and business depth are what you're actually shopping for, since eleven hours surfaced more repetition there than the price tag accounts for.

Accessibility

  • Subtitles present for the sparse dialogue but not resizable
  • Full key rebinding on PC; no colourblind mode found for the overgrowth-severity indicators
  • No fail state or timer on contracts, so pacing is entirely self-set
  • Photo mode and free camera exist and don't affect contract scoring, useful for players who just want to relax without being graded

Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.

❦