Stuck Together’s Steam Demo: Hugecalf’s Co-op Climber Could Be 2025’s Next Couch-Co-Op Obsession

Stuck Together’s Steam Demo: Hugecalf’s Co-op Climber Could Be 2025’s Next Couch-Co-Op Obsession

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Stuck Together

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Get Stuck Together in this 2 player co-op where teamwork is key to defeat waves of enemies. Each player controls one half of a character and must work together…

Genre: IndieRelease: 7/20/2021

Two Players, One Body: Why Stuck Together Hooked Me

Hugecalf Studios just announced Stuck Together, a co-op climbing game where two conjoined toys try to escape their evil owner’s house. A Steam demo is live, and this caught my attention because Hugecalf has a track record for playful physics chaos (When Ski Lifts Go Wrong) and sticky, learnable systems (Turbo Golf Racing). A game that literally forces two players to move as one? That’s either a brilliant night-in with a friend or a controller-throwing disaster-and I’m here for either outcome if the fundamentals are tight.

  • Steam demo available now; the hook is pure co-op: two conjoined toys, one shared success or failure.
  • Room-by-room escapes suggest a toy-scale obstacle course through a hostile house.
  • Success hinges on clean controls, readable cameras, and forgiving checkpoints.
  • Hugecalf’s physics pedigree gives me confidence-if they keep the chaos fun, not punishing.

Breaking Down the Announcement

The pitch is simple and smart: you and a partner are physically stuck together and must climb, swing, and scramble through household rooms booby-trapped by an awful owner. Think Heave Ho’s cooperative fumbling meets the toybox scale of It Takes Two’s best set pieces, minus the heavy narrative overhead. It’s the kind of design that turns “we made it!” into an instant dopamine hit and “we choked at the last second” into loud, memorable laughter.

The announcement doesn’t spell out the full feature list yet, but the premise telegraphs a few likely pillars: communication is mandatory, the tether is a tool as much as a limitation, and rooms act like themed gauntlets. The question is whether Hugecalf leans into expressive movement (wall grabs, momentum swings, bounce pads) or keeps it slower and more methodical. Either can work-what matters is clarity and consistency so players can iterate without feeling robbed by the physics.

Screenshot from Stuck Together
Screenshot from Stuck Together

Why This Matters Now

Co-op is in a weird spot. We’ve had big-budget highs (It Takes Two) and a steady stream of indie gems (Unravel Two, PHOGS!, Bread & Fred) keeping couch co-op alive. But the space between slapstick party chaos and narrative-heavy pair play is thin. A focused, level-based climber that respects both players’ time could hit that sweet spot—especially if it’s easy to pick up and hard to master.

Hugecalf’s history also matters. When Ski Lifts Go Wrong turned physics friction into comedy with just enough control to feel fair, while Turbo Golf Racing proved they can support a game post-launch with meaningful iteration. If Stuck Together inherits that “fail forward” philosophy—fast restarts, generous checkpoints, readable hazards—it could convert frustration into flow, the secret sauce for co-op longevity.

Screenshot from Stuck Together
Screenshot from Stuck Together

The Gamer’s Perspective: What I’ll Be Testing in the Demo

  • Control feel and input leniency: Is grab detection snappy? Do jumps and swings build momentum predictably? Physics needs personality without surprise jank.
  • Camera sanity: Two players glued together means tight framing. Dynamic zoom and clear silhouettes are non-negotiable.
  • Checkpointing and recoveries: Can you save a botched climb with a smart swing, or does one slip reset the whole room? Co-op games live or die on fail-state respect.
  • Accessibility and assistance: Options like adjustable tether length, aim assists for grabs, or slower time windows can make mixed-skill pairs actually have fun.
  • Online support: The announcement emphasizes co-op, but doesn’t confirm modes. Local-only is fine, yet Steam Remote Play Together or proper online would supercharge reach.

There’s also tone. “Evil owner” sets the stage for a mischievous, slightly mean toybox. If the house becomes a character—fans, vacuums, rolling marbles, tape, pet interference—Stuck Together can land visual gags that feel earned by the mechanics. The best co-op games make you laugh because the systems pushed you there, not because a cutscene told a joke.

Where It Fits in the Co-op Landscape

Compared to Heave Ho’s hand-to-hand grappling or Bread & Fred’s ropey mountaineering, Stuck Together frames the tether as identity, not just equipment—you’re two halves of one problem. That shifts the emphasis from “trade-offs” to “commitment,” which is perfect for partners who like yelling instructions, celebrating tiny wins, and theorycrafting routes after each wipe. If Hugecalf adds time trials or leaderboards, expect speedrunners and streamers to pile in; if they include chill modes or sandbox rooms, couples and families will stick around.

Screenshot from Stuck Together
Screenshot from Stuck Together

Looking Ahead

There’s no release date or pricing mentioned in the announcement, so the demo’s doing the heavy lifting. Smart move. If it nails feel and flow, Stuck Together becomes an easy “hey, try this with me” recommendation—the kind that powers word-of-mouth far better than a sizzle trailer. If it stumbles on cameras or punitive resets, the charm could curdle quickly. Hugecalf knows physics; the trick is channelling it into cooperation rather than chaos for chaos’s sake.

TL;DR

Stuck Together turns co-op into literal codependence: two conjoined toys climbing out of a house, one close call at a time. The Steam demo is the right kind of proof—now it just needs crisp controls, merciful checkpoints, and (hopefully) online support to become 2025’s next couch co-op staple.

G
GAIA
Published 8/31/2025Updated 1/3/2026
5 min read
Gaming
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