
Escape rooms for the living room: pull out drawers, smash pots, find the way out.
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?

Escape rooms for the living room: pull out drawers, smash pots, find the way out.

Build a farm together. Losing is not provided for; neither is stopping.

A Marvel fighting game where even the unpractised look good — and whose problems all lie elsewhere.

A squad of tiny plant creatures clears out a garden, and the sun is going down.

Six Halo campaigns in one collection, and every one can be played by two.

Hunt large monsters, carve them up and build the gear for the next hunt from the parts.

Down into dark caves as dwarves: dig, shoot, drink beer, get out again.

A beat ’em up with randomised runs from the Streets of Rage 4 people — and considerably easier as a pair than alone.

Chainsaw rifles, cover shootouts and a campaign that runs with three.

A racing game where the track switches into another world mid-race.

Fourteen professions on an island you build up, plus a trip to a past age you build up as well.

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

Two paper figures snip each other into whatever shape the puzzle happens to need.

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.

Kitchen chaos against the clock — a classic among relationship tests.

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.