Game review
Stuck Together
7 / 10
- Developer
- Hugecalf Studios
- Publisher
- Hugecalf Studios, Gamersky Games
- Released
- 17 November 2025
- Platforms
- Windows
- Genre
- Action / Adventure / Indie
- Monetisation
- One-time purchase, no add-on content
- Players
- Online and local co-op for 2 players, Remote Play Together and split-screen supported; a single-player mode with an AI partner is also available
The short version
Stuck Together is developer Hugecalf Studios' physics-based co-op climbing game, released 17 November 2025 for Windows, that casts two players as toys bound together at the wrist, forced to cooperate their way through six increasingly hostile rooms of a child's house on an escape mission from their sadistic young owner. Players swing, scale and grab their way past hazards using tight, physics-driven controls, with an easier checkpoint-based mode available alongside the harder default setup where a single fall or slip can send both players back to the floor. Reviewers respond with real enthusiasm to how well the game channels genre touchstones like Getting Over It into something built specifically around two-player teamwork, repeatedly describing it as a rage game that somehow still leaves them wanting to play more, and crediting its tight controls, distinctive sound design and steadily escalating level variety.
Stuck Together's Very Positive score comes qualified by a heavily repeated complaint about a sharp difficulty spike late in the game, with multiple reviewers singling out the attic as a section that demands far more precision than what comes before it. A smaller, independently repeated complaint concerns technical stability, with at least one reviewer reporting consistent crashes severe enough to prompt a refund, and a separate reviewer describing a region-locked friend pass preventing online play with a specific friend.
Biggest strengths
- The core co-op climbing mechanic draws consistent, specific praise, with reviewers repeatedly describing the controls as tight and satisfying to pilot together with a partner
- The genre blend earns specific credit, with reviewers describing the game as a foddian-style rage game built specifically around two-player teamwork rather than a solo climbing challenge retrofitted for co-op
- The sound design and art direction draw repeated praise, with reviewers singling out specific sound effects and calling the visual presentation well done and immersive across the game's six rooms
Biggest weaknesses
- The single most repeated complaint concerns a sharp difficulty spike late in the game, with multiple reviewers specifically naming the attic level as considerably harder than everything that comes before it
- A related complaint from at least one reviewer describes sparse checkpointing even on easier settings, arguing a single small mistake can force replaying a large chunk of a level
- A smaller, independently repeated complaint concerns technical stability, with at least one reviewer reporting consistent crashes severe enough to prompt a refund
Who it's for: Fans of co-op rage-platformers like Getting Over It or It Takes Two looking for a physics-based challenge built specifically to test a friendship, particularly players who enjoy the genre's difficulty spikes as much as its lighter moments.
Our recommendation: A tightly controlled, genuinely funny co-op climbing game that channels rage-game difficulty into a specifically two-player experience, worth it for couples or friend groups looking for a shared challenge, though a steep late-game difficulty spike and scattered crash reports are worth knowing about first.
7 / 10
Two toys, one leash, a house full of hazards
Stuck Together is developer Hugecalf Studios' physics-based co-op climbing game, released 17 November 2025 for Windows. Two players take control of toys bound together at the wrist, tasked with escaping the home of an unhinged, sadistic child owner across six distinct rooms, each packed with unique hazards and interactive obstacles. Players swing, scale and grab their way through physics-driven platforming where every jump and slip genuinely matters, with an easier mode offering checkpoints for players who want a gentler ride alongside the harder default setup, where falling can mean losing significant progress. A single-player mode pairs the player with an AI partner for those without a co-op teammate on hand.
A rage game built specifically for two
The clearest thread running through Stuck Together's reviews is how much credit the game earns for channeling a familiar, punishing genre into something genuinely built around two-player cooperation rather than solo endurance. One reviewer frames the appeal directly: "Stuck together is a co-op foddian-ish game but with safety between each biomes. The art is really well done, there are new obstacles every section and the game is pretty fun." A separate reviewer draws the genre comparison even more explicitly: "Probably my favorite rage game, because it's not just a good foddian game, it is just a great coop platformer. The game is really satisfying to play and feels great!" A third reviewer praises the underlying feel specifically: "The controls are very tight and feel good to pilot with your friend, the sound effects are fantastic especially the duck and horse sounds. The SFX and art all really come together well and make you feel immersed in the levels."
A game that tests friendships as much as reflexes
Beyond its mechanics, Stuck Together's review corpus repeatedly frames the game as a genuine social experience, one capable of producing memories, not just frustration. One reviewer sums that up with blunt enthusiasm: "Me and my friend screamed at eachother the entire way through. 4 words. best, friendship, game, ever." A separate, more reflective review describes a long journey with the game across its development: "It has been an amazing journey from the demo to the beta and to the game's release... It can be hard and frustrating at times however it is all worth it in the end," specifically noting the full release softened some of the beta's toughest sections without losing the challenge entirely. A third, more personal review stands out from the rest of the corpus: one reviewer describes losing a friend they used to play the game with, writing "it was very funny watching my friend rage at my mistakes... i do recommend, but i miss my friend and it sucks that we will never finish this game," a rare, genuinely moving entry in an otherwise lighthearted review corpus.
An attic that several reviewers say goes too far
Set against that enthusiasm, Stuck Together's most heavily repeated complaint concerns a specific, sharp difficulty spike late in the game. One reviewer lays the issue out plainly: "Big difficulty spike on the attic level, we were losing our gourds. Spent 3 hours playing up to the attic than 1 hour failing at the attic." A separate reviewer reaches a similar conclusion: "There is a big difficulty spike for the last section imo but otherwise, everything else was fair and flowed pretty good." A further, translated review specifically criticizes a late-game reversed-control section as frustrating rather than genuinely challenging, describing it as demanding an abrupt, disorienting change in how the player has to think about the controls, a complaint distinct from ordinary platforming difficulty and aimed specifically at a design choice late in the game.
Checkpoints, crashes and a handful of technical gripes
A smaller, independently repeated set of complaints concerns Stuck Together's technical footing rather than its core design. One reviewer reports a specific stability problem severe enough to prompt a refund: "fun but crashes consistently. had to refund." A separate, translated review describes sparse checkpointing even outside the attic specifically: even on the easier difficulty, one small mistake can force replaying a large stretch of a level, a complaint that echoes the attic-specific difficulty spike but applies it more broadly across the game. A further translated review describes a connectivity issue, a region-locked online friend pass preventing play with a specific friend, alongside a related complaint about the absence of dedicated regional servers, a pair of concerns aimed squarely at online-specific infrastructure rather than the core platforming.
An approachable difficulty curve, mostly
Stuck Together's corpus generally credits the game for offering more than one way to approach its challenge, even as it flags where that approachability breaks down. Multiple reviewers specifically praise the addition of a checkpoint-equipped easier mode alongside the harder default setup as a meaningful accessibility option rather than a token gesture, letting less experienced or less patient players still reach the credits together. That same flexibility appears to be exactly what breaks down at the attic and in the late-game reversed-control section specifically, both singled out by name across multiple, otherwise very positive reviews, suggesting Hugecalf Studios' difficulty curve mostly lands well but tips noticeably harder in its final stretch than the rest of the game prepares players for.
Value
At NZ$17.49, Stuck Together asks a moderate price for a co-op climbing game whose Very Positive score, 198 positive against 25 negative across 223 reviews, reflects broad, genuine enthusiasm for its tight, physics-driven controls and its ability to generate real, memorable shared experiences between friends and partners, tempered by a heavily repeated complaint about a sharp late-game difficulty spike and a smaller, independently noted set of stability and connectivity issues. For fans of co-op rage-platformers looking for a physics-based challenge built specifically to test a friendship, Stuck Together already delivers real, specific value; for players hoping for a consistently smooth difficulty curve all the way to the credits, the current review corpus suggests tempering expectations around the game's final stretch.
Pros and cons
Pros
- The core co-op climbing mechanic draws consistent, specific praise, with reviewers repeatedly describing the controls as tight and satisfying to pilot together with a partner
- The genre blend earns specific credit, with reviewers describing the game as a foddian-style rage game built specifically around two-player teamwork rather than a solo climbing challenge retrofitted for co-op
- The sound design and art direction draw repeated praise, with reviewers singling out specific sound effects and calling the visual presentation well done and immersive across the game's six rooms
- The game's capacity to generate genuine, memorable shared moments between friends draws consistent, sometimes deeply personal praise, including reviewers who describe the co-op experience as one of the best they've had with a specific friend
- An easier checkpoint-based mode alongside the harder default setup draws credit for making the game more approachable without removing the option for a tougher challenge
Cons
- The single most repeated complaint concerns a sharp difficulty spike late in the game, with multiple reviewers specifically naming the attic level as considerably harder than everything that comes before it
- A related complaint from at least one reviewer describes sparse checkpointing even on easier settings, arguing a single small mistake can force replaying a large chunk of a level
- A smaller, independently repeated complaint concerns technical stability, with at least one reviewer reporting consistent crashes severe enough to prompt a refund
- A separate technical complaint describes a region-locked online friend pass preventing play with a specific friend, alongside a related note about the game lacking dedicated regional servers
- At least one reviewer specifically criticizes a late-game reversed-control section as frustrating rather than genuinely challenging, describing it as demanding an abrupt, disorienting change in how the player has to think about the controls