
You build the course you then have to run yourselves — and the other one is building too.
PairPlayers
A co-op tag does not make a good evening together. We sort by what matters to a duo: does one copy do it, can you play the whole campaign together, and does it still work when one of you is far better?

You build the course you then have to run yourselves — and the other one is building too.

Four knights punch their way across the kingdom to rescue princesses. That is all the plot anybody needs.

A Marvel beat ’em up in pixel art where each of you runs two heroes and swaps between them.

A knitted doll jumps through a world of fabric, buttons and zips.

A school for escape artists, and every exam is a room with a clock.

Shrunk to the size of an ant in your own back garden: the sprinkler is now a natural disaster.

Two robots, two portal guns, one test chamber after another — and a computer doing its level best to turn you against each other.

Two siblings search for their missing friends, and the camera never lets you more than a step apart.

Three heroes — a wizard, a thief and a knight — and puzzle after puzzle that gets easier with two.

On a raft in the middle of the ocean, hook floating debris, build a floating home from it and stay clear of the shark.

Two convicts break out. Nobody gets over that wall alone — the two of you included.

The war over ancient Hyrule, for two on a split screen — with half a controller each.

A shooter with role-playing gear for people who enjoy comparing weapons.

A shooter with bazillions of guns — and each of you finds your own.

A boat that carries the departed to the afterlife, and a cat helping out.

A hand-drawn cartoon from 1935 — and it wants you dead.

Four people, narrow alleys and more rat-men than fit on the screen.

A farming game on a tropical island that also has you rebuilding a coral reef.

Crashed on an alien planet, against ever more monsters — and a little more absurd with every pickup.

Separated inside a snowbound castle, connected only by a radio — and each of you sees something different.

Two yarn figures, joined by a single thread, climb together through a warmly lit world.

Carry furniture out of flats as a pair, as fast as possible and with as little regard for the windows as you can manage.

Make a Viking world habitable as a pair: fell trees, raise a hall, put out to sea.

A climbing game where the two of you share one character — an arm each.