
Two Climbers embark on a journey to climb Mount Teawok, TOGETHER! This adventure requires Two Separate copies to play!
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): 0/day in the week to Aug 24 → 0.14/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
Fun co-op only 2D precision platformer. It's challenging while also being forgiving. It's good to see it doesn't turn into a rage platformer and remains fun to the end.
"Two Climbers" is a kind of shorter & easier "Celeste" in coop version only. I do recommend this game if you are looking for something relaxful and poetic.
[i] My Experience [/i] Honestly, I didn't expect much from [b]Two Climbers[/b]. I play a decent number of cooperative puzzle-platformers and enjoy them well enough, but they've never been among my favorite games. I've never enjoyed the genre enough to delve into it in single-player. However, I had an excellent time playing [b]Two Climbers[/b]. Although it's short and has only a few mechanics, it manages to keep things fresh for essentially the entirety of its duration. Each character can jump, of course, but can also grab onto and climb walls (that don't have visible spikes on them). In terms of interaction, players can either throw each other straight up in the air, drop a rope for the other to climb, or blast the other across the screen with a baseball bat. It's enjoyable to create a plan for how you'll navigate a given section of the mountain, even before developer Rombo begins introducing creative mechanics like platforms that move more quickly based on the number of characters standing on them and "ladder boxes" that send a ladder out in the opposite direction from which they're struck. Although the game doesn't lean overly into its simple concept, I must admit that I have a fascination with mountain climbing. Not to the point that I'll do it myself, mind you, but enough for me to read multiple books and watch multiple films about treacherous Everest summits (Krakauer's [b]Into Thin Air[/b] is a good place to start if you're curious). I find it compelling to see just how unfriendly an environment humans are able to inhabit (albeit briefly), sequentially acclimating to different elevations and oxygen densities. [b]Two Climbers[/b] is a relatively easy recommendation if you have a co-op partner and a controller. I'm now keeping an eye on developer Rombo's upcoming releases [b]Dooblets[/b] and [b]Cube Faces[/b], and may go back and experience their previous release [b]Two Cubes[/b] if I get some time. And here's a hint: When you're completing one of the moon side challenges to collect multiple purple moons within a given time limit, one character can "activate" the challenge and then walk away. The challenge will only begin when the second character moves to the marker and activates the challenge as well. Therefore, you can go ahead and get one of your climbers in a specific position before you begin, meaning that they don't necessarily have to start from the marker itself. This may make it easier for you to collect all of the moons!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
positive critical· bar length = how often the theme comes up
Controls are a little wonky, wish you could rebind them properly. They give you a set of keys you can use. Level designs are fun and enjoyable for 2 people. There are secrets. Game can easily be compared to Celeste, in terms of a lot of design aspects (overworld, secrets, controls/obstacles), but the controls not as good. Could definitely improve in that department, but overall cute and fun game
This game was an absolutely fun experience! It reminded me a lot of Celeste (one of my all time favorite games!).
Very cute game with fun mechanics. Frequent checkpoints allow for some challenging platforming but without feeling too punishing.
nice game
You can kill your friend with rope 5/5
This game is awesome. You can hit your friend with a baseball bat.
10/10! Very fulfilling long jumps, nice incorporation of learned skills, and a great sit down with a friend. Two Cubes was a great intro to this creator's work and really look forward to the next one :D
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $789 | 17 | 94% | $2.99 | |
| $0 | 0 | — | $7.99 | |
| — | 0 | — | — | |
| $2.8M | 15.3K | 98% | $6.99 | |
| $613.2K | 2.1K | 96% | $7.99 | |
| $390K | 1.3K | 81% | $19.99 |
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| $3.6K | 144 | 74% | $0.99 | |
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| $3.6K | 50 | 56% | $4.99 | |
| $3.6K | 211 | 99% | $0.99 | |
| $3.6K | 93 | 49% | $1.99 | |
| $3.6K | 160 | 76% | $0.89 |