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Thursday, October 08, 2026

Fling UP Together Game shared-fate co-op chaos tied to a single rope & sends it up a mountain.

In this co-op game, you have one rope and it's the only thing between friendship and free fall


One rope. Two friends. One fall resets everyone. This co-op platformer sends two players up a colourful climb, coming to Steam.

OFF BOX Studios today released a new gameplay trailer for FLING UP TOGETHER, the upcoming 2-player co-op physics platformer built around a single rope tying two friends together. A free demo is available now on Steam.Two players are bound by one rope, pulling and flinging each other up a vertical world of sky islands, floating ruins and monumental bridges. There's no climbing alone and one player's fall undoes the whole team's progress, exactly what the new trailer puts front and centre.

Where most co-op climbers link players with a passive chain, FLING UP TOGETHER makes the rope an active tool: launch a teammate across a gap, catch them mid-fall, or doom the run with one bad pull. Anyone can pull at any moment, so every rescue and every disaster has an author and every session becomes its own story of communication, blame and shared triumph.


"We wanted a co-op that you can't autopilot through. The rope means you're never just playing next to someone, you're constantly deciding their fate and they're deciding yours. That's where all the shouting and the laughing comes from," said Ammar at OFF BOX Studios.

Colour-coded platforms push the teamwork further. Each player can only stand on platforms matching their colour, so one player opens a route and then has to physically haul the other across it with the rope.

A single run swings between careful coordination and total collapse. One minute you're timing a fling perfectly, the next someone mistimes a pull and you're both watching the climb undo itself. Every session ends up somewhere between a team victory and a shared disaster and never plays out the same way twice.

KEY FEATURES

  • Rope-and-fling mechanic: Pull the rope to launch your partner across gaps or catch them mid-fall, or accidentally ruin the whole run. Every success and every disaster has an author.
  • Forced interdependence: No solo progress, no separate checkpoints, one fall that resets everyone. Tension, communication and payoff, manufactured automatically.
  • Color-coded co-op puzzles: Each player can only stand on platforms of their colour, forcing constant coordination beyond the rope.
  • Comedy through failure: Ragdoll physics, silly characters and moving obstacles keep every mistake funny rather than punishing, built to be watched as much as played.

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