Dark Seed II continues the unending nightmare of Mike Dawson. His struggle with the terrifying Ancients in Dark Seed nearly cost his life, and now he is fighting for his sanity. Dawson retreats to his hometown to recuperate from a nervous breakdown, only to discover that the Ancients have returned to seek revenge on him with a diabolical new plan. When his high school sweetheart Rita is brutally murdered, Dawson becomes the prime suspect and must clear his name before the Ancients carry out their most ingenious scheme yet for destroying mankind.
By January 1994, Benson delivered around 750 pages of design documents and moved on to the position he had already accepted. Giger requested that the sequel would include images that had been haunting him recently. He asked for instance to use his so-called "shaft pictures" and have the protagonist get caught on a meat hook. ("The Shaft" became the Underworld and Mike Dawson is carried away to the Hall of Death on a meat hook.) As Benson had moved to other projects, science fiction author John Shirley was consulted on how to fit Giger's visuals into the sequel. Shirley also contributed many additional ideas for fleshing out the Dark World. For example, it was Shirley's idea to have a room in the middle of the Dark World that looked like it was from the Normal World, and he added some mystery to the carnival with rumors of missing children. Also horror author Keith Herber was brought in to put, together with Mullich, the finishing touches on the game dialogue.
After completion of the game design, Cyberdreams hired Destiny Software Productions (Vancouver, Canada) to implement the design. In addition to professional performers, some of Destiny's staff members became character models. As Mike Dawson had left Cyberdreams after the publication of Dark Seed, artist Chris Gilbert became his double. It was the last game the company would design after a dozen games. The company's logo isn't shown on the box, but it is mentioned in the manual. For the Normal World backgrounds Jeff Hilbers was contracted, who had previously worked with Mullich at the Walt Disney Company. The artwork is shown in a higher, SVGA quality (640x480, 256 colors) than the original game, and it became also Cyberdreams's first game that runs on Windows.
Programming started in June 1994, and by November Cyberdreams had enough scenes tacked together for Mullich, Cyberdreams's Art Director Peter Delgado and Destiny's 3-D Artist Gregg Haggman to travel to Giger's home in Zürich to show off some initial screens. Giger offered many helpful suggestions about scaling, placement and composition, like he had done for the original game. One of his suggestions was the placement of metal catwalks throughout the Dark World, so that Mike Dawson would always feel in peril, being continuously suspended over a bottomless pit.
Andrew Balzer commissioned Bright & Associates again for the box design. The design is identical to the box design of Dark Seed, only this time the box has a yellow color. The small removable diamond shaped box showcases a portion of Giger's 1978 piece Illuminatus I, in which a woman's cheek is pierced by her safety-pin sunglasses.
The Official Strategy Guide was writte by Leeanne Morris. The book contains an ilustrated extensive walkthrough with the correct conversations and death alerts, a "no-frills" walkthrough, a description of the chracters, a "making of" the game, and maps.
Though 1995 was a good year in terms of published titles, it also brought some changes, which weren't all beneficial. In accordance with the distribution agreement of June 1995, the rear of the game boxes of Dark Seed 2 and No Mouth show the logo of MGM Interactive. Both games were (for the most part) developed by other companies, and No Mouth was co-published by Acclaim Entertainment. All future games that would be taken into production and/or published would be developed by other companies; Dark Seed and CyberRace would remain the only games that Cyberdreams had developed without the co-operation of other development companies (though with the help of out house artists).
In the credits for Dark Seed 2 and No Mouth Patrick Ketchum, Cyberdreams's original founder, president and executive co- producer of both preceding games, was no longer mentioned. He probably left the company in 1995, for in that year - according to Cyberdreams's Jamie Otillie - an "internal shake-up" took place: the investors removed management and installed a "turnaround management team," that should accomplish the important transition to 3rd party publishing.
Ketchum left the game industry for good. After Cyberdreams he worked as photographer for a couple of years in London. He hired the studio of Francis Loney, a fashion and advertising photographer, who helped him with the lightning and general set ups for his photography. Back in the States he worked at first as a photographer of male models, and later on he specialized in real estate and vacation rental photography.
In 1996 Cyberdreams added a new logo to the existing one. Till then, the company that paid such attention to the look of it game boxes, had used a logo that was little more than just the company name. The new logo showed a black sheep, and on Cyberdreams's website an electric animated version was shown. The "black/electric sheep logo" is - according to David Mullich - a homage to the Philip K. Dick short story "Do Androids Dream of Electric Sheep?"