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Split Fiction – Cover

Platformer · 2025 · Hazelight Studios · local · online

Split Fiction

Two writers are trapped inside their own stories and can only get out together.

97PairScore
Perfect for two
Image 1 of 6
Split Fiction – Spielszene 1

What it is about

Mio writes science fiction, Zoe writes fantasy. Both go to a publisher who would like to make their ideas visible in a machine — and the machine is less interested in showing than in keeping. The two end up inside their own stories and only get out of them together.

What follows is an alternation: a world of neon cities and cyber ninjas, then one of dragons and trolls, then back again. In each you get two different abilities that only amount to something in combination — one slows time while the other jumps, or one holds a door open for the other to shoot through.

You always play on a split screen, online included: you can see what the other is doing the whole time. Short side stories lie around along the way, optional detours that often hold the most playful ideas of all.

Our verdict for couples

It comes from the same people as It Takes Two, and you can tell every minute: no sooner have you worked out how a section functions than it is over and the next one does something entirely different. One moment you are flying dragons, the next you are steering two halves of the same vehicle, and each of you always gets an ability the other one cannot use. The dialogue is something you politely listen past. For a couple something else matters anyway — one copy covers you both: the second person downloads the Friend's Pass, and that holds even if they are sitting two hundred kilometres away in front of a different console.

Pros

  • One copy is enough: the Friend's Pass is free and crosses platforms
  • Nearly every section brings a new idea
  • Every world gives you two new abilities

Cons

  • The story falls short of It Takes Two
  • Not playable at all without a second person
  • A few jumping sections demand timing from both

Suitable from

Casual–Hobby

Conflict potential
Spirited
Cosiness
Mixed
When you can stop
After 15 minutes
How long it lasts
5–15 hours

What other co-op fans say

One word stands above all others in the community: inventiveness. Again and again people describe how nearly every section introduces an idea and then lets it go rather than stretching it out — and how that is what carries the length. The Friend's Pass gets praised outright strikingly often: that one copy covers two people, and that it even reaches across platforms, is worth a line of its own to many. The recurring objection concerns the story. Those who know It Takes Two consider the writing and dialogue the weaker part here; about the playing itself, almost nobody writes against it.

  • “This Co-op game is an absolute treasure, and I can't recommend it enough.”
  • “There is an almost ridiculous amount of creativity packed into it.”
  • “The story is bland, and the dialogue feels stiff and clichéd at times.”

Summarised by machine from 60 Steam reviews, not written by our editors. The quotes appear verbatim in those reviews.

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