
Dont Pull Me is a physics-based co-op parkour game for 1 to 4 players. Tied together by a rope, you and your friends must climb, swing, carry objects, and survive chaotic ragdoll disasters without dragging the whole team down.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Sep 5 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Dont Pull Me is a physics-based co-op parkour game for 1 to 4 players where teamwork is mandatory, panic is guaranteed, and friendship is constantly under pressure.
You and your friends are tied together by a rope, and the only way forward is to work together... or drag each other into disaster.
Climb through challenging maps, swing across obstacles, and survive chaotic physics moments where one bad move can ruin everything. Grab and carry objects, punch your friends, and try not to fall apart.
Each map brings new challenges, harder obstacles, and more ways to fail together. Customize your character, improve your runs, and see how far your teamwork can really go.
Stand out from your friends by customizing your character with different colors and accessories.
Online co-op for 1 to 4 players
Physics-based rope movement
Chaotic ragdoll gameplay
Grab and carry objects
Punch other players
Voice chat
Character customization
Leaderboards
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Genres
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un jeu que j’ai découvert complètement par hasard en scrollant sur Instagram ! Un mix entre Fall Guys et Chained Together, et franchement, le mélange fonctionne très bien ! J’ai terminé les 7 mondes en solo, mais ça doit être encore plus fun entre amis. Petit bémol concernant le monde 5, que je trouve un peu terne et triste. La musique de ce monde n’aidant pas non plus... Mais pour un si petit prix, le jeu vaut largement le coup, même si vous comptez y jouer en solo et essayer de battre les meilleurs scores de la communauté !
çok iyi oyun
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Turkish +4 more
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
oyun o kadar kötü ki sakın ama sakın almayın 6 dakikada zor dayandık çöpünde çöpü rezilinde rezili 10 dakikadan fazla oynayanın kendisine saygısı yoktur rezildir hadsizdir
Fun time with friends.
Don’t Pull Me! is a physics-based cooperative parkour game built around the wonderfully inconvenient idea of tying players together with a rope and asking them to survive obstacle courses as a team. Developed and published by Komplo Games, it supports solo play as well as cooperative sessions for up to four players. The basic premise is immediately understandable, but the physics system ensures that completing seemingly straightforward challenges can quickly become a mixture of careful coordination, unexpected disasters, and hilarious arguments between friends. The rope is much more than a cosmetic connection between characters. Every player’s movement can influence the rest of the group, so running ahead without considering a teammate’s position can create an immediate problem. Jumps need to be coordinated, falls can drag other players into danger, and someone hanging from an edge may suddenly turn the entire team into an improvised rescue operation. This interconnected movement creates a strong cooperative identity because success depends on understanding how individual actions affect everyone else. Ragdoll physics make the experience deliberately unpredictable. Characters can tumble, swing, collide, and become trapped in awkward positions, transforming failed attempts into much of the game’s entertainment. The controls and physics are designed to create situations where even a sensible plan can collapse spectacularly. This unpredictability will appeal most to players who enjoy laughing at mistakes rather than demanding absolute precision from every movement. Those who become easily frustrated by physics-driven platformers may find repeated failures more exhausting than amusing. Traversal becomes more interesting through the ability to grab and carry objects. Environmental interactions introduce another layer of problem solving, requiring players to manipulate objects while simultaneously managing their own positioning and the tension created by the rope. The possibility of swinging across certain areas also encourages players to use momentum rather than treating every challenge as conventional jumping. Learning how the physics behave gradually becomes part of mastering each course. Players can also punch one another, which naturally creates opportunities for friendly sabotage. In theory, everyone is working toward the same objective, but the temptation to interfere with another player can turn an organized cooperative session into complete disorder. This mechanic fits the game's party-oriented personality particularly well. Friends can choose to cooperate seriously, compete informally, or spend far too much time knocking each other around before eventually remembering that they are supposed to reach the destination together. Different maps provide increasingly challenging obstacle arrangements, preventing the rope mechanic from being confined to one repetitive environment. As difficulty increases, teams need better timing, communication, and understanding of momentum. A group that initially survives through luck will eventually benefit from planning who moves first, when everyone should jump, and how to recover when somebody slips. This gradual improvement gives the experience more substance than simply watching ragdoll characters fall repeatedly. Built-in voice communication is an especially appropriate feature because verbal coordination can dramatically improve teamwork. Calling out jumps or warning another player about an upcoming obstacle can prevent disaster, although hearing everyone react when a carefully planned maneuver goes wrong is arguably part of the appeal. Online cooperative support makes the game well suited to groups of friends looking for something that encourages conversation instead of having everyone silently concentrating on separate objectives. Solo play is available, giving players an opportunity to experience the platforming mechanics without depending on other people. However, the concept is clearly at its strongest when multiple players are involved. Much of the comedy comes from unpredictable human behavior, and the rope becomes substantially more interesting when several people are simultaneously trying to control their characters. Playing alone can still provide a physics-platforming challenge, but it naturally removes much of the social chaos that distinguishes the experience. Customization allows players to personalize their characters with different colors and accessories. While this does not fundamentally change how the game plays, it gives groups an easy way to identify one another during hectic sections and contributes to the lighthearted presentation. Leaderboards add a more competitive element by encouraging players to improve their performances after becoming familiar with the courses. Steam achievements and cloud functionality further complement the replay-oriented structure. The colorful three-dimensional presentation matches the comedic physics nicely. Rather than pursuing realism, the visual style keeps characters and environmental obstacles readable while allowing exaggerated ragdoll reactions to provide much of the humor. This is important because complicated scenery could easily make a multiplayer physics game unnecessarily confusing. The straightforward appearance keeps attention focused on movement, positioning, obstacles, and the inevitable mistakes occurring between teammates. Steam Deck compatibility remains uncertain because the game does not currently carry an official Valve Steam Deck Verified or Playable classification. Its controller-friendly style and relatively straightforward 3D gameplay suggest that it could potentially function through SteamOS and Proton, but players should not interpret that as guaranteed compatibility. Until official testing provides a definitive rating, Steam Deck users should regard support as unverified, with possible differences involving controls, performance, interface behavior, online functionality, or other technical elements. The main limitation is that enjoyment depends heavily on tolerance for intentional inconvenience. Being pulled off a platform because another player made a mistake can be hilarious the first few times and frustrating after repeated failures. Groups with dramatically different skill levels may also struggle on harder sections. At the same time, this frustration is inseparable from the game's central appeal. Removing the unpredictable physics or troublesome rope would also remove the situations that make cooperative sessions memorable. Overall, Don’t Pull Me! turns a simple tethered-platforming concept into an entertaining combination of cooperation, parkour, physics experimentation, and multiplayer comedy. The rope constantly forces players to consider their teammates, while ragdoll movement, interactive objects, punching, swinging, customization, varied maps, and leaderboards provide additional variety. It is unlikely to satisfy players searching for a serious or highly precise platformer, but groups who enjoy chaotic cooperative challenges should find plenty of opportunities for memorable successes and spectacular failures. Rating: 7/10
şu oyuna zaman ayıracağınıza ne bilim baliye meth e falan zaman ayırın daha iyi
有龙虾套装,NIKO模拟器,伊利亚我软脚了快扶我起来
Esse dev não tem amigos para testar as fases 100%
Oh I love this game!! I have not laughed so hard in the past two years as I did the other night playing Don't pull me. Only one thing to make it even more perfect/easy/fun: there is no option to change the y axis yet, we would love it if that can be added. Thanks for making this, it's real fun!
Great fun
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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