Heave Ho
game
•Updated Oct 2026SteamIndie Games

Heave Ho

byLe Cartel Studio

Heave Ho turns two floppy arms and a bottomless pit into one of the funniest, most chaotic couch co-op games around. It's short, it's punishing late on, and it's thin when you play alone, but with three friends on the sofa it's almost impossible to dislike.

Where it ranks in Adventure

Scores 8.2 against a category average of 8.5 — below the Adventure average, ranking 391 of 580 Adventure games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
8.5/10
Innovation
8.5/10
Value
8.5/10
Utility
7/10

Our strongest category here is Design (8.5/10); the weakest is Utility (7.0/10).

Price
$2.49
one-time or subscription
Released
Aug 29, 2019
Platforms
Steam · Nintendo Switch
Developer
Le Cartel Studio
Publisher
Devolver Digital
Metacritic
76 / 100

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

Heave Ho (Steam) — scored 8.2: Heave Ho turns two floppy arms and a bottomless pit into one of the funniest, most chaotic couch co-op games around. It's short, it's punishing late o...

Pros

  • Brilliant co-op design: grabbing teammates creates real emergent teamwork
  • Consistent, trustworthy physics that make failure feel fair and funny
  • Quick respawns and short levels keep the frustration low early on

Cons

  • Thin and lonely as a single-player experience
  • Late-game difficulty spikes can frustrate mixed-skill groups
  • Short campaign with limited long-term content

Verdict

Is Heave Ho worth it?

Heave Ho knows exactly what it is. Le Cartel Studio built one very good idea, two arms, independent grips and teammates you can grab, and polished it until the physics were trustworthy enough to carry the comedy. In the right setting, four people on one couch, it's one of the best party games of its generation, and it reliably produces the kind of shared disaster people retell for years.

Its limits are just as clear. It falls flat alone, its late game asks more than its target audience may want to give, and it's over fairly quickly. PC players hoping for real online play will find Remote Play Together a workable stopgap rather than a fix.

None of that undercuts the core recommendation. If you have the people, buy it. If you don't, there's nothing here for you.

Pros

  • Brilliant co-op design: grabbing teammates creates real emergent teamwork
  • Consistent, trustworthy physics that make failure feel fair and funny
  • Quick respawns and short levels keep the frustration low early on
  • Bright, readable art and a large, goofy cosmetic wardrobe
  • Hidden coins add optional depth for skilled groups

Cons

  • Thin and lonely as a single-player experience
  • Late-game difficulty spikes can frustrate mixed-skill groups
  • Short campaign with limited long-term content
  • PC online play relies on Remote Play Together, not native netcode
  • No assist options for casual players stuck on late levels

Pricing: $2.49

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Gallery

Screenshots

1 screenshot · tap to enlarge

What stands out

Key features

  1. Independent Two-Arm Control: Each hand is mapped to its own input. Grabbing, releasing and swinging are manual, so every move is a small act of coordination, and often of failure.
  2. Human Chains and Mid-Air Rescues: Players can grab each other to build bridges, swing a teammate across a gap, or catch a falling friend at the last second. This is the core of the game.
  3. Themed Worlds with Escalating Hazards: Later stages add moving obstacles, collapsing blocks and long gaps that demand precise, coordinated timing.
  4. Hidden Gold Coins: Optional collectibles placed in risky spots give skilled groups a reason to push past "just reach the exit."
  5. Versus Mode: The same physics turned into a competitive race, where sabotage is a valid tactic.
  6. Deep Cosmetic Customization: A large wardrobe of silly outfits, hats and faces, which matters more than it should once four players start building identities.
  7. Remote Play Together (Steam): Online sessions are possible on PC through Valve's streaming feature instead of native netcode.

Full review

Heave Ho in depth

Bottom Line: Heave Ho turns two floppy arms and a bottomless pit into one of the funniest, most chaotic couch co-op games around. It's short, it's punishing late on, and it's thin when you play alone, but with three friends on the sofa it's almost impossible to dislike.

The Gameplay Loop: Reach, Grip, Pray

Heave Ho's core loop is built on deliberate input friction. In most platformers, the designer's job is to remove the gap between intent and action. Mario jumps when you press jump. Heave Ho widens that gap on purpose. Wanting to reach a ledge is easy. Building the swing, timing the release and closing the right hand at the right moment is not.

Solo, this plays as a dexterity puzzle. You learn the pendulum rhythm: build momentum with one arm anchored, release at the top of the arc, and reach with the other. It's satisfying when it clicks, and the physics are consistent enough that failures feel like your fault rather than the engine's. That consistency is the most important thing Le Cartel got right. Physics comedy only works when players trust the simulation. If outcomes feel random, the laughter turns into resentment.

The loop is short: try, fall, respawn, try again. Levels are compact, single-screen spaces, so a failed attempt costs seconds, not minutes. That pacing makes the high failure rate bearable.

Co-op: Where the Design Actually Lives

Add a second player and Heave Ho becomes a different game. Then a third. Then a fourth.

The killer mechanic is that players are grabbable objects. Your friend isn't just sharing the screen. They're terrain, rope and safety net. A group facing a wide gap might send its most confident player out on a swing while the others form an anchored chain behind them. When it works, it's a small piece of improvised engineering. When it doesn't, and someone lets go a beat too early, the whole chain drops into the pit together. That outcome is just as entertaining.

This is the game's real insight: failure is shared and readable. Everyone can see exactly who let go and when. That produces the yelling the marketing promises, but it's good-natured yelling, because blame is always one respawn away from redemption. The mid-air catch, where one player grabs a falling friend at the last possible moment, is among the best "you had to be there" moments in the genre.

It also creates a real social dynamic. Groups develop roles without being told to: the anchor, the swinger, the one who always falls. Few party games manage emergent teamwork this cleanly with this few rules.

Difficulty Curve: A Steep Final Climb

The criticism that later levels get "very hard and frustrating" holds up. Early worlds teach patiently. Later ones stack moving obstacles, collapsing blocks and long gaps that demand frame-tight timing from several players at once. Since the slowest link sets the pace in co-op, a mixed-skill group can hit a wall where the funniest game in the room turns into the most tense one.

That isn't automatically a flaw. Plenty of groups will treat the late game as a mountain to climb. But it does put the game at odds with its party audience. The players most likely to pick up Heave Ho, casual groups and family gatherings, are the least likely to enjoy its final stretch. The hidden gold coins address this well for skilled players by adding optional depth. Nothing equivalent exists at the other end, such as an assist mode or a gentler path for groups that just want to see the credits.

Single-Player and Versus

Solo play works mechanically, but it's emotionally hollow. The physics are just as good. What's missing is the audience, and Heave Ho is a game that needs one. Without someone to catch you or laugh at you, it becomes a precise but thin climbing puzzle. Buy it for solo play and you'll probably wonder what the fuss is about.

Versus mode is a smart reuse of the systems. Racing the same physics produces a different kind of chaos, built on grabbing an opponent's leg (well, arm) instead of lending them a hand. It's a good palate cleanser between co-op sessions, but it's a side dish rather than a reason to buy.

Length and Longevity

The game is fairly short, and the replay value depends on your group. Coin hunting and versus add some mileage. Still, this is a product you'll return to when friends visit, not one that fills a month of evenings. Given its typically modest price, that's an acceptable deal, as long as you go in with the right expectations.

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Top in Adventure

How Heave Ho ranks among our 580 published Adventure reviews.

RankNameOur scorePlatformsPrice
#1MinecraftScores 1.6 higher than Heave Ho · Also on Nintendo Switch9.8iOS, Android, Nintendo Switch$6.99
#2Baldur's Gate 3Scores 1.5 higher than Heave Ho · Also on Steam9.7Steam$59.99
#2Divinity: Original Sin 2Scores 1.5 higher than Heave Ho9.7iOS, Steam, Nintendo Switch$24.99
#391Heave HoThis review8.2Steam, Nintendo Switch$2.49

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Our scores

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FAQ

Common questions

Is Heave Ho worth it?

Heave Ho knows exactly what it is. Our experts scored Heave Ho 8.2 out of 10 — recommended.

Why does Heave Ho score 8.2 out of 10?

With a score of 8.2 out of 10, Heave Ho lands in our recommended band. Design is its strongest category at 8.5 out of 10. Utility is the weakest at 7.0.

What do our experts like most about Heave Ho?

Brilliant co-op design: grabbing teammates creates real emergent teamwork. Consistent, trustworthy physics that make failure feel fair and funny.

What do our experts say is Heave Ho's biggest weakness?

Thin and lonely as a single-player experience. Late-game difficulty spikes can frustrate mixed-skill groups.

About this review

How we scored Heave Ho

Heave Ho was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.2. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Oct 2, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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8.2Heave HoSteam