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

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

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

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

Four soldiers spread democracy, and the biggest threat is your own airstrike.

A train sets off, the track is not built yet, and it will not wait.

A tiny blocky platformer that gets past not one single level without you two talking.

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

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.

Scott against seven evil exes, in pixel art and for four on one screen.

A submarine under the ice of a Jovian moon, and nobody can man every station at once.

A dark house, a ghost, and instruments that tell you only half of it.

Retrieve valuables from dark houses without dropping them — and without being retrieved yourself.

Dig out a two-dimensional world, build it up, and clear its bosses one at a time.

An arcade shooter with 1988 standards — for two on one screen, and unforgiving.

Catch creatures, build a base, run a factory — and the creatures work in the factory.

Survive the next winter together. Nothing is explained, dying is frequent.

Underpaid salvage crews collect scrap on abandoned moons, trying not to get eaten.