
Red Rope is a terrifying, enigmatic adventure for 1 or 2 players who want to test their bond. Explore the Labyrinth, get acquainted with its bizarre inhabitants, its secrets and its rules. Face enemies, traps, puzzles, and ferocious bosses. Only the best will find the way out and become heroes.
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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): 0/day in the week to Aug 24 → 0/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My wife and I played this once. One of us quit.
Red Rope is a hardcore co-operative action game where two characters are connected by a rope. Together they must navigate the labyrinth, defeating the monsters within and finding the keys to go deeper and deeper until the exit is reached. Each House offers a variety of mechanics that test the pair in puzzle solving, co-operation, communication and co-ordination. I purchased Red Rope a long time ago, looking to have some intense co-operative action. When I eventually got round to it, my other half lasted about 10 minutes before giving up; it was just too hardcore for him. I was left alone in the labyrinth, lost and confused with almost zero co-ordination between my thumbs, however, I wasn't going to give up! I don't even want to know how many times I died, especially in the beginning. The difficulty curve is extremely steep, and with the puzzles and challenges becoming increasingly more difficult the deeper I went. There were times I thought about giving up, but I persevered. Today, I finally reached the exit, with my thumbs in perfect sync. While I thoroughly enjoyed this game, Red Rope is definitely not for everyone. It has a very steep learning curve and is quite unclear as to where to go when you first enter the game. The different Houses offer a large variety of mechanics that keep the game fresh as you progress. It can be very challenging, and when working together with someone co-operatively, I imagine it can be difficult to find someone who will persevere all the way through with you. No doubt it would cause many arguments with your partner, but it is very rewarding in the end. [h1] Pros [/h1] + Lovely pixel art graphics + Challenging and interesting level design + Co-operative play, but also allows for single player + If you reach the end of the labyrinth, the developers create a pixel character of you to live within the game forever [h1] Cons [/h1] - Can be very confusing when you first start playing - Has a steep learning curve, so not for the faint-hearted [h1][b] My Score: 8/10 [/b][/h1]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
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I love this game. I tried Red Rope for the first time at an indie video game festival and I immediately fell in love with its mechanics and its artistic flavour. It is structured around dungeons filled with monsters, like many other titles, but the overall flow of the game is so much different, since every step must be taken in harmony with your partner. The two protagonists are connected by a short rope, at the same time blessed weapon and cursed tool, and they need to escape together an intricate labyrinth. This is not a light co-op experience: the players must be truly committed to *bond* with each other, if they really want to overcome the hostile rooms designed by the developers. Some challenges are simply brutal, and require almost pixel-perfect movement precision, but the shared dopamine boosts, after achieving a new goal, are worthy of all the deaths. Said that, I don’t think reaching the end of the game is that hard, it’s just a matter of grasping its unique movement system. There are some design ideas that can be debatable, especially some tedious puzzle-platforming (you’ll get this when you’ll see it) and an overly obscure/dispersive incipit of the game, but nothing that can really overshadow the brilliant idea behind this title. I played in all the possible setups: I started in couch co-op, which is preferable especially for novice players; then I moved to online, the Steam remote play feature is good enough if the remote player can cope with some input lag; and finally I reached the exit of the labyrinth by myself, using both analog sticks at the same time (way easier than it sounds). Red Rope is not welcoming by design, but it’s highly recommended if you are looking for a challenging journey to be shared with someone you love/like/respect/know.
Probably the most frustrating 2-player game I've ever played. If you're into that, go for it! I can't personally say it was a fun time.
(7/10) 정교한 이인삼각 경기를 연상시키는 메커니즘은 분명히 참신하다. 두 플레이어를 연결하는 붉은 줄은 한편으론 서로를 속박하는 부자유의 요인이자 동시에 고난과 역경을 헤쳐나갈 무기이기도 하다. 게임의 특성상 동료와의 소통이 굉장히 중요한데 실시간으로 합을 맞추어 레벨을 파훼하는 건 불가능에 가깝기에 계획을 세우고 시행하지만, 실전에서 수많은 변수가 개입해 설계가 무참히 무너질 때 벌어지는 아비규환의 현장은 체내에 아드레날린 분비를 유도하는 듯한 텐션을 조성한다. 이는 영화 다크나이트의 조커가 정의하는 카오스와 닮아 있다는 점에서 흥미롭다. ("Nobody panics when things go according to plan even if the plan is horrifying", "Upset the established order and everything is chaos") 각 레벨의 기믹에 대한 설명이 생략돼 있어서 직접 부딪혀보며 알아내야 하는 것 자체는 나쁘지 않은데 목숨이 부족하기에 처음에는 체험을 통해 기믹을 체화하고 세이브를 로드해서 다시 한번 최소한의 자원 손실로 진행하는 게 요구되며 이 과도한 백트래킹에서 오는 피로감이 상당하다. (로그라이크 장르처럼 매 경험이 랜더마이징 되지 않는다) 또한, 난도가 너무 높아서 클리어의 쾌감보다는 그 과정에서 발현되는 소통의 본질에 대한 비관과 허무감이 비교적 편한 솔로 플레이로 이어져 결국 게임의 기본전제를 부정하는 결과를 초래한다.
if you find the game too difficult to beat ,keep in mind that the game rewards patience and planning. Lots of levels provide you with the opportunity to do so, with safe spots scattered throughout the rooms. Sometimes the game even punishes you when you try to go fast so take your time.I think everyone who enjoys coop games will have a great time . highly recommended.
Nintendo hard.
[h1]🎮 Reseña de Red Rope: Don't Fall Behind[/h1] [h2]Resumen del Juego[/h2] Red Rope: Don't Fall Behind es ese experimento indie de Acción/Aventura que te dice: “¿Te gusta cooperar? Perfecto. Ahora te amarro a tu compañero con una cuerda roja para que aprendas a sufrir en equipo”. La propuesta es simple y malvada: avanzar, sobrevivir y coordinarte (o discutir) mientras la física hace de juez, jurado y verdugo. La vibra es pixelada, estilizada y atmosférica, con toques de mitos/leyendas y el ingrediente obligatorio para el estrés moderno: zombis. Tiene enfoque fuerte en cooperativo local/pantalla (com)partida y también se apoya en Remote Play Together, o sea que puedes arruinar amistades a distancia con la misma eficiencia. Primera impresión: es de esos juegos que se sienten como “terapia de pareja” disfrazada de aventura. Si vienes por una experiencia calmada, la cuerda roja te va a recordar que el verdadero enemigo no es el zombi… es la coordinación humana. [h2]La Cuerda Aprieta: Lo Bueno vs. Lo No Tan Bueno[/h2] Lo Bueno: ✅ 🤝 Cooperativo local y pantalla compartida: el punto fuerte está clarísimo y se nota pensado para jugarse acompañado. ✅ 🎮 Compatibilidad total con mando: ideal para sofá, gritos y reconciliaciones post-partida. ✅ 🏆 47 logros de Steam: para los que necesitan que un numerito valide su sufrimiento. ✅ ☁️ Steam Cloud + cromos: progreso guardado y coleccionables para el ritual Steam. ✅ 🧠 Física como mecánica central: cuando funciona, crea situaciones tensas y memorables (y cuando no, también… pero por otras razones). Lo No Tan Bueno: ❌ 👥 0 jugadores actuales: excelente si buscas una experiencia “multijugador” con vibras de museo cerrado. ❌ 📉 Recomendaciones totales: N/A… o sea, el juego no tiene “aplausos” registrados; tú serás el valiente explorador del silencio. ❌ 😵💫 Difícil + física + cooperativo: combinación que puede ser brillante o un generador industrial de frustración (spoiler: muchas veces es lo segundo). ❌ 🧩 Muy dependiente de jugar en coop: en solitario se siente como bailar tango… contigo mismo y una cuerda que te odia. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]La idea de la cuerda es buena, pero exige coordinación quirúrgica.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Difícil por diseño; más “aprende a sufrir” que “aprende a jugar”.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Tiene modos y enfoque coop, pero no se siente como un festín infinito.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Pixelado estilizado: cumple y se ve coherente con su propuesta.[/td][/tr] [tr][td]Historia[/td][td]5[/td][td]Más excusa para avanzar que relato que te cambie la vida.[/td][/tr] [tr][td]Ambientación[/td][td]7[/td][td]Atmosférico con mitos/leyendas y zombis: buena mezcla para tensión.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Funcionales; no deslumbran, pero acompañan el caos.[/td][/tr] [tr][td]Música[/td][td]6[/td][td]Cumple: acompaña sin robarse el show.[/td][/tr] [tr][td]Voces[/td][td]4[/td][td]No destaca; si esperas actuación memorable, mejor baja expectativas.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Protagonista femenina: bien; el resto no parece ser el foco.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Indie pixelado generalmente estable en la mayoría de setups.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Repetible por coop/retos, pero depende de tener con quién jugar.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.0[/b][/td][td]Buen concepto cooperativo, ejecución con asperezas y comunidad fantasma.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] Red Rope: Don't Fall Behind tiene una idea central con personalidad: atarte a otro jugador y convertir la cooperación en mecánica, no en “opción bonita del menú”. En el mejor de los casos, es tensión divertida y momentos de “¡NO TE MUEVAS!” que terminan en risas. En el peor, es una fábrica de discusiones con física de por medio. El gran elefante en la habitación es la comunidad: 0 jugadores actuales y recomendaciones en N/A hacen que el componente social se sienta como organizar una fiesta en un desierto. Si tienes un amigo listo para el caos (local o Remote Play Together), el juego sube varios puntos. Si no… la cuerda se convierte en metáfora. En resumen: es “Bueno” con condiciones. No es un desastre, pero tampoco es ese cooperativo que vas a evangelizar en cada reunión. Es más bien el que sacas cuando quieres poner a prueba una amistad… y ver si sobrevive. [h3]Recomendación de Compra (Depende)[/h3] Puntuación Total: 6.0/10 Número de jugadores activos al momento de hacer esta review: 0 Descuento máximo registrado: N/A Veredicto: [i]Recomendado solo si tienes compañero fijo para cooperativo local/Remote Play Together y tolerancia alta a la frustración.[/i] Si tu plan es jugarlo cooperativo de forma constante, puede darte buenas sesiones de caos coordinado. Si lo quieres por el “multijugador” como experiencia viva o por una historia memorable… mejor no te amarres tú solo a esa expectativa.
有卡 有成就 没中文 红绳:请勿掉队 《红绳:请勿掉队》是一款富含隐喻的本地合作游戏。两名主角象征一对伴侣,彼此被一根绳索相连,这条绳索代表着二人的羁绊。 这份联结具有双重含义:它既是束缚与约定,限制着彼此的自由;也是同盟与契约,维系着双方的协作共生。 一旦失去红绳的牵绊,两人便无法在诡谲的迷宫中生存,无力对抗周遭骇人的诡异存在,更会沦为四处游荡的暗影之一 —— 唯有献祭暗影,才能加固彼此的羁绊。 这座迷宫蕴含宇宙哲思,如同曼陀罗图腾,每一处区域、每一个敌人、每一种理念与几何构造,皆承载着精心设计的象征意义。 玩家将踏上一场启蒙之旅,寻找开启出口大门的钥匙。 这是一段艰辛残酷的挑战,一场净化心灵的仪式,唯有意志坚定、默契相通的玩家方能完成试炼。 核心特色 双人联机游玩,亦可单人挑战,两种模式皆极具难度。 困于层层迷宫之中,超过百个手工精心设计的关卡,充斥紧张感、动作博弈与未知谜团。 红绳是你唯一的武器与依靠。 迎战数十种行动莫测的敌人,熟记招式、制定策略,盲目行动只会走向灭亡。 破解机关谜题,细致观察场景,活用各类互动机制。 探索充满隐喻符号的奇异世界,邂逅形形色色的神秘住民。 沿途击败四名精英小怪首领与五名终极头目,一路奔赴终局。 冲击全球排行榜,但谨记:一举一动,皆会引发连锁后果。 游戏的博弈不止屏幕之内,沟通配合与默契协作至关重要。 基础游玩时长至少十小时,若挑战受阻,游玩时长可达百小时。 硬核高难度体验,通关者寥寥无几。
*Red Rope: Don’t Fall Behind*, developed by Yonder and published by IndieGala, is a game built around a single, uncompromising idea and the willingness to explore it without dilution. On the surface, it presents itself as a cooperative puzzle-action experience set within a dark labyrinth, but in practice it becomes something far more intense—a test of coordination, trust, and patience that constantly pushes players to operate as a unified whole rather than as individuals. It’s a design that feels deceptively simple at first, yet reveals surprising depth and difficulty the longer you engage with it. The defining mechanic is the rope that binds the two characters together, dictating every aspect of movement and interaction. This connection is not just a visual feature but the core rule governing the entire experience. Every step, every maneuver, and every encounter is influenced by the tension and positioning of the rope. It can be used as a tool to trap enemies or navigate obstacles, but it can just as easily become the cause of failure if mismanaged. The brilliance of this system lies in how it forces players to constantly consider both characters at once, turning even the simplest actions into coordinated efforts. There is no room for independent play; success depends entirely on synchronization. Level design is carefully structured to take full advantage of this mechanic. The labyrinth is filled with hazards, enemies, and environmental puzzles that require precise timing and thoughtful positioning. Some sections demand that one character hold steady while the other moves, while others require simultaneous actions performed with near-perfect timing. The rope itself often becomes the solution, whether it’s used to restrain enemies or create safe pathways through dangerous areas. As the game progresses, these challenges grow increasingly complex, layering new obstacles on top of familiar mechanics and constantly testing the player’s ability to adapt. What elevates the experience is how it transforms cooperation into something almost psychological. In multiplayer, communication becomes just as important as mechanical skill. Players must constantly coordinate their movements, anticipate each other’s actions, and recover from mistakes together. This dynamic creates a unique tension, where success feels deeply rewarding but failure can be equally shared—and occasionally frustrating. In single-player mode, the challenge shifts into something more cerebral, requiring one person to control both characters simultaneously. This adds a different kind of difficulty, demanding focus and multitasking rather than interpersonal coordination. The game’s presentation reinforces its tone and themes. Its pixel-art style is intentionally stark and symbolic, creating an environment that feels more like an abstract representation of struggle than a literal setting. The labyrinth is filled with unsettling imagery and cryptic elements that suggest deeper meaning without explicitly explaining it. This ambiguity gives the game a sense of mystery, encouraging interpretation rather than providing clear answers. The audio design complements this atmosphere, using minimal but effective soundscapes to heighten tension and immersion. Difficulty is one of the game’s most defining characteristics, and it does not attempt to soften its impact. The challenge is relentless, often requiring multiple attempts to overcome even a single section. Mistakes are punished quickly, and progress can feel slow as a result. This level of difficulty will not appeal to everyone, particularly those looking for a more forgiving or casual experience. However, for players who enjoy mastering demanding systems, it adds a sense of accomplishment that is difficult to replicate. Every successful sequence feels earned, the result of careful coordination and persistence. There are moments where the game’s rigidity can become a drawback. The precision required can sometimes feel unforgiving, and repeated failures may lead to frustration, especially when progress is lost. The lack of flexibility in its design means that there are few alternative approaches to challenges; players must learn and execute the intended solution. This can make the experience feel restrictive at times, particularly for those who prefer experimentation over precision. Despite these challenges, *Red Rope: Don’t Fall Behind* stands out as a remarkably focused and memorable experience. It takes a single mechanic and explores it with a level of dedication that few games attempt, resulting in something that feels both unique and cohesive. Its emphasis on connection—whether between two players or within a single player’s ability to manage dual control—gives it an identity that goes beyond typical puzzle or action games. In the end, *Red Rope: Don’t Fall Behind* is not designed for casual play or broad appeal. It is a demanding, sometimes punishing experience that rewards patience, communication, and mastery. For those willing to engage with its challenges, it offers a deeply satisfying and distinctive journey that lingers long after the final puzzle is solved. Rating: 8/10
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