
Game intel
Biped 2
Adorable robots are back to save the day! Explore an unknown planet in this puzzle action-adventure game and experiment with our unique, innovative mechanics s…
The original Biped stood out because of one brilliant idea: you literally walk with your thumbs. Each stick controlled a foot, turning basic movement into a tactile puzzle where timing and teamwork mattered as much as the solution. So when META Publishing (Owlcat’s label) says Biped 2 is going bigger-up to four-player co-op, new traversal gadgets, a 2v2 competitive mode, and Steam Workshop for custom levels-that gets my co-op brain humming, and my skeptic radar pinging in equal measure.
Biped 2 plants its flag on November 5, 2025, and it’s launching practically everywhere at once: PC via Steam, GOG, and Epic; PlayStation 4 and 5; Xbox One and Series X|S; and Nintendo Switch. Beyond the date-and-platforms checklist, the sequel’s pitch is clear: more players, more toys, and more replayability. Two new playable bots join series mascots Aku and Sila, while new biomes shift the action from Earth to a distant planet calling for help. The traversal gadgets are the headline, with a hang glider for airy lines and a grappling hook for gap-crossing and ledge-play. There’s also a 2v2 competitive mode that sounds like a puzzle-race hybrid, and a full customization layer for hats and fits earned via in-game treasure.
On PC, Steam Workshop support could be a game-changer. Portal 2 and Poly Bridge became endless time-sinks because of smart, shareable level editors. If Biped 2 nails its toolset and curation, the community will keep this one alive long after credits roll. The catch: Workshop is explicitly “Steam Workshop,” not a cross-platform UGC network. Console players may be limited to developer-curated or official drops unless the team builds an in-game browser—no promise of that yet.
Two-player Biped worked because leg-by-leg movement demands clear communication and deliberate rhythm. It was Overcooked levels of “we’re laughing and yelling but somehow in sync” energy. Four players is a big swing. In the best case, it’s Moving Out 2-style chaos with clean puzzle language that scales; in the worst case, it’s camera noise and input traffic jams that turn precision stepping into slapstick frustration.

The good news is the team calls out “tailored” challenges per mode (solo, duo, four-player). That suggests bespoke puzzle counts, not just adding bodies to the same spaces. The new tools could help distribute roles: imagine one pair anchors grapples while the other pilots the glider above—clear lanes, clear jobs. But we need details on online support. “Online co-op” can mean friend-only lobbies. Without full matchmaking or cross-play, filling a four-stack is harder than it sounds, especially post-launch. If you mostly play with one friend, make sure there’s a robust 2P path from start to finish.
Workshop support is the most consequential addition. Biped’s movement shines when creators push you into rhythms you didn’t expect—tight step timing, team tethers, and “one wrong tap and we restart” sequences that somehow never feel mean. A good editor plus rating/playlist tools would instantly bump Biped 2 from weekend fling to steady rotation. But the platform split matters. If you’re on PlayStation, Xbox, or Switch, ask: will there be official seasonal map packs? Will top Steam creations be ported? If not, the PC version could quietly become the definitive way to play, simply because it never runs out of content.
META Publishing sits under Owlcat Games—the CRPG studio behind the Pathfinder games and Rogue Trader—so the label’s push into co-op action is interesting, but what matters to players is execution: tight input, readable camera, and stable performance. Biped’s movement lives or dies at 60fps; any hitching ruins the “one foot, then the other” feel. I’m especially curious about Switch and last-gen: physics plus four-player couch co-op is a stress test. If parity matters to you, wait for real performance reports.
Monetization is another watch item. The press info frames cosmetics as earnable via treasure, which is the right move. If premium skins creep in, keep it cosmetic-only. Finally, accessibility: customizable control sensitivity, colorblind-friendly cues, and generous checkpoints make or break the party. The first game could be tricky for newcomers; a flexible assist suite would go a long way for a four-player audience.
If you loved Biped’s physicality, expect more of that core loop with fresh traversal spice. If you’re new: think co-op puzzling where moving is the mechanic. The four-player promise is exciting but will need smart level design and online support to truly land. PC looks like the version with the longest legs thanks to Steam Workshop; console players should look for clarity on UGC, matchmaking, and performance before committing.
Biped 2 drops November 5 on PC, PlayStation, Xbox, and Switch with four-player co-op, new gadgets, a 2v2 mode, and Steam Workshop on PC. I’m optimistic about the movement toys and UGC, cautiously watching four-player design, online matchmaking, and console performance. If they stick the landing, this could be your next go-to co-op night.
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