Game review
Chained Together
7.5 / 10
- Developer
- Anegar Games
- Publisher
- Secret Mode
- Released
- 19 June 2024
- Platforms
- Windows
- Genre
- Co-op Platformer
- Monetisation
- One-time purchase. No in-app purchases or DLC.
- Players
- 1-4 player online and split-screen co-op, plus solo play
The short version
Chained Together drops one to four players, physically linked by a chain, at the bottom of a climb out of Hell and asks them to reach the top without a single teammate's fall dragging everyone else back down with them. Released 19 June 2024, it became a genuine Twitch phenomenon within hours -- roughly 233,000 peak concurrent viewers and 8.3 million hours watched in its first week alone, making it one of the year's most-streamed releases outright. It sits at Very Positive on Steam, 53,954 reviews and climbing, 90% positive.
The negative-review sample tells an unusually specific story for this genre: the overwhelming majority of "thumbs down" reviews are jokes, not complaints -- players rating the game down while describing exactly how much fun they had, in the same self-aware, deliberately over-the-top voice the game's Discord and Twitch audience clearly shares. Underneath the bit, the same handful of genuine issues surface repeatedly regardless of the thumb direction: real optimisation problems, a couple of noticeably unfair difficulty spikes, and very little reason to return once the climb is finished.
Biggest strengths
- A genuinely funny, well-tuned physical comedy premise -- being chained to teammates whose every stumble can drag you off a ledge -- that reviewers across the positive and "negative" samples alike describe as some of the funniest co-op moments they've had in years
- An enormous, immediate cultural moment: roughly 233,000 peak Twitch viewers and 8.3 million hours watched in its first week, a genuine 2024 gaming event rather than a quiet release
- Extremely cheap for what it delivers, at NZ$7.39 with no monetisation beyond the upfront price, and playable solo, split-screen or online
Biggest weaknesses
- Real, repeatedly reported optimisation problems, including console-specific bugs and PC performance complaints even on modest hardware
- At least one late-game section -- the "wings" achievement clears for only 3.1% of players, a steep drop from the 28% who reach the preceding area -- stands out as an unfair difficulty spike rather than an escalation of the core challenge
- Very little reason to return once a group finishes the climb; several reviewers explicitly describe it as "fun until you beat it and you will never touch it again"
Who it's for: Groups of two to four friends who want a short, loud, screen-shared or online co-op session built entirely around shared frustration and physical comedy. Not for solo players, or anyone who wants a game with lasting content beyond a single climb.
Our recommendation: An easy, cheap recommendation for exactly the group setting it's built for -- round up two or three friends, expect a couple of hours of genuine hilarity and real frustration, and don't expect much reason to come back once you've reached the top together.
7.5 / 10
A climb out of Hell, four friends at a time
Chained Together's premise fits in one sentence: one to four players, physically linked by a chain, climb up out of Hell through a series of increasingly hostile environments, and if one player falls, the chain can drag every other player down with them. There's no combat, no story beyond the framing device, and barely any systems beyond mantling, jumping and swinging on the chain itself. Developed by Anegar Games and published by Secret Mode, it released on 19 June 2024 at a genuinely low NZ$7.39, and within hours of launch it had become one of the defining gaming moments of the year on Twitch -- roughly 233,000 peak concurrent viewers, 8.3 million hours watched in its first week, and adoption across more than 33,000 unique streaming channels, according to stream-tracking data from the period. It's frequently described as "Only Up meets Human: Fall Flat," and that comparison is exact: it borrows the punishing, no-checkpoints vertical climb of the former and the deliberately clumsy, physics-driven ragdoll comedy of the latter, then adds the specific, brutal twist of chaining that comedy directly to your friends' mistakes.
Rage as the actual product
What makes Chained Together worth writing about, beyond the raw viewership numbers, is how unusually the review section reads. Of the roughly 5,400 negative reviews on Steam, the large majority sampled here aren't complaints in any conventional sense -- they're jokes, delivered in exactly the voice you'd expect from an audience that discovered this game through unhinged Twitch clips. "If you want to feel pure pain and agony this is the game for you," reads one thumbs-down review, nearly word-for-word echoed by a separate reviewer elsewhere in the sample. "Ruined all my friendships," "please protect your sanity," "made me rethink my life choices" -- these read, and are clearly intended to read, as five-star praise wearing a thumbs-down icon, and the game's own Discord and Twitch culture treats that irony as part of the product. It's a genuinely unusual thing to see at this scale: a negative-review sample where distinguishing real complaints from bits requires reading past the first line of nearly every entry.
Underneath the performance of misery, the actual design holds up as a legitimately well-tuned rage-comedy premise. Being chained to teammates means every other player's mistake is mechanically, immediately your problem too -- a stumble twenty feet away can yank you clean off a ledge you were standing on safely -- and that shared vulnerability is what turns a fairly simple climbing platformer into something reviewers across the board describe as generating real, memorable moments with friends rather than generic co-op busywork. "This game proves the best way to bond is through mutual suffering," reads one representative five-star review, and a 176-hour player -- an outlier by a wide margin, but a genuine one -- calls it "an absolute blast" built specifically around "some of the funniest, most chaotic gaming moments" they've had with friends.
The complaints that are actually complaints
Read past the bit, and the same handful of specific, checkable issues turn up regardless of whether the review is thumbs-up or thumbs-down. Performance is the most consistent: "made me and my friends lose our minds. optimization not very good," reads one review, echoed by a separate positive review that specifically praises the game for still running "smooth" only after "lowering the graphics" on lower-end hardware -- implying the default settings don't run cleanly for a meaningful slice of the audience. A PS5-specific bug that reportedly takes hours to work around gets a direct, blunt callout in the sample as well.
The achievement data adds a second, more precise complaint that the reviews only gesture at. Steam's global achievement percentages track cleanly with each successive climbing area -- 94.3% of players clear the first section, dropping gradually through the high-80s, 70s, 60s and so on as the climb gets harder, exactly the shape you'd expect from an escalating platformer. Then it breaks: only 28.1% of players reach the garden area late in the game, and just 3.1% clear the section tied to the "wings" achievement immediately after it -- an order-of-magnitude cliff that lines up precisely with a negative review complaining specifically about "wings that dont let me fly" after eight wasted hours. That's a genuinely useful piece of evidence: it turns a single frustrated review into a confirmed, structural difficulty spike rather than one player's skill issue.
The other recurring, non-comedic complaint is about longevity. "Game is fun until you beat it and you will never touch it again," reads one blunt review, and it's hard to argue with given the design: there's no meaningful progression system, no unlockable content beyond cosmetic variations, and once a group has completed the climb together, the game has little left to offer that same group a second time. For a NZ$7.39 asking price that's a much smaller problem than it would be for a full-price release, but it's worth being upfront about: this is built to be consumed once, loudly, with the right people, rather than returned to.
Verdict
Chained Together earned its viral moment honestly. The core premise -- shared physical vulnerability turning a simple climbing platformer into a genuine comedy generator -- works exactly as well as the eight-figure viewership numbers suggest, and the review section's unusually large share of "negative" reviews that are actually five-star jokes is itself a kind of evidence for how well the game understands its own appeal. The real issues are narrower than the volume of complaints suggests: optimisation genuinely needs work, one specific late-game section is a confirmed outlier in difficulty rather than a fair escalation, and there's little reason to return once a group finishes the climb. At its price, none of that outweighs what it delivers for the one specific use case it was built for -- get two or three friends, set aside an evening, and expect the chain to test the friendship at least as hard as the climb does.
Pros and cons
Pros
- A genuinely funny, well-tuned physical comedy premise -- being chained to teammates whose every stumble can drag you off a ledge -- that reviewers across the positive and "negative" samples alike describe as some of the funniest co-op moments they've had in years
- An enormous, immediate cultural moment: roughly 233,000 peak Twitch viewers and 8.3 million hours watched in its first week, a genuine 2024 gaming event rather than a quiet release
- Extremely cheap for what it delivers, at NZ$7.39 with no monetisation beyond the upfront price, and playable solo, split-screen or online
- A built-in checkpoint option that groups can toggle to soften the game's harshest edge -- "friend drags whole team back to the start" -- for players who want less punishment and more pure platforming
Cons
- Real, repeatedly reported optimisation problems, including console-specific bugs and PC performance complaints even on modest hardware
- At least one late-game section -- the "wings" achievement clears for only 3.1% of players, a steep drop from the 28% who reach the preceding area -- stands out as an unfair difficulty spike rather than an escalation of the core challenge
- Very little reason to return once a group finishes the climb; several reviewers explicitly describe it as "fun until you beat it and you will never touch it again"
- The core hook -- shared frustration as entertainment -- is a hard sell to solo players or to a group that doesn't already get along under pressure, since the game offers little else
Screenshots
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Four players, one chain -- a stumble anywhere in the line can drag the whole group backImage: Secret Mode via Steam -
One of the game's hell-themed environments players climb through togetherImage: Secret Mode via Steam -
A shared fall -- one player's mistake dragging a teammate down with them, the game's core comedic hookImage: Secret Mode via Steam -
How the review scores each part of the gameWanderer Editorial -
The game at a glanceWanderer Editorial -
The short versionWanderer Editorial