Heave Ho 2 Is a Machine for Manufacturing Arguments With Your Friends, and That's the Point
Our Heave Ho 2 review: Devolver's grabby physics party game adds online co-op and eight new worlds. Brilliant with friends, a bit thin without them.
Aymen Sakouhi·Writer · Games Hobbyist//5 min read

© Devolver Digital. Official media via Steam.
The pitch
OverviewThere is a particular sound a group of friends makes when a Heave Ho session goes wrong, a rising chorus of laughter and accusation that arrives about half a second after someone lets go of the ledge everyone was hanging from. Heave Ho 2 exists to produce that sound as often as physically possible, and on that narrow, deeply silly mission it succeeds with a completeness that is honestly a little disarming.
The premise is unchanged from Le Cartel Studio's cult 2019 original, and it remains one of the purest ideas in co-op gaming. You are a face on a little armless body with two grabbable hands, one mapped to each trigger. That is the entire vocabulary. You grip surfaces to hold on, you grip each other to form living chains, and you fling yourselves across gaps by letting go at exactly the right instant. Every level is a simple demand, get everyone to the exit, wrapped around a control scheme so minimal it fits on a napkin.
What is new this time is the thing the community begged for: online play. For the first time in the series, the couch chaos can happen across the internet, which quietly transforms who this game is actually for. The original was a magnificent party game that required a physical party; the sequel keeps the sofa option but finally lets you rope in the friend three time zones away who is never coming over.
Everything else is a sensible expansion of a formula that did not need reinventing: more worlds, more hazards, a competitive mode, and the same reliable engine of camaraderie and betrayal. It is not a reinvention, and it does not pretend to be. It is more Heave Ho, made easier to actually play with the people you want to play it with, and for a great many groups that is precisely the upgrade they wanted.
How it plays
PlayThe core loop is the same beautiful, frustrating thing it always was. Each level is a physics playground of ledges, gaps, and moving parts, and your only tools are your two hands. Reaching the exit is rarely a matter of skill in isolation and almost always a matter of coordination: someone anchors to a wall, someone else swings out from them, a third player climbs the resulting human rope, and the whole precarious structure holds together only as long as nobody panics and lets go. When it works it feels like a magic trick you performed together. When it fails, and it fails constantly, it is because a single link in the chain made a single bad call, and the resulting pile-up is where all the joy lives.
Heave Ho 2 stretches this across eight themed worlds, and the variety is where the sequel earns its number. You are hauling each other through weightless space, slipping around a chaos kitchen, navigating medieval contraptions, and dodging a growing catalogue of interactive hazards: drones to grab onto, ski lifts to ride, lasers to avoid, keys to carry, sauce bottles that do exactly what you fear they will. The designers clearly understand that the fun comes from levels built to be just barely possible, and the best stages are the ones that force the group into a specific, awkward, one-shot maneuver that only clicks after several catastrophic failures.
Crucially, the levels are still tuned around two players, with additional bodies generally making things easier rather than harder. This is worth knowing going in. Heave Ho 2 scales from two to four, but it is fundamentally a game about tight cooperation between a small number of people, not a raucous eight-way free-for-all. A duo who communicate well will get more out of it than a chaotic four-stack, which is either a feature or a limitation depending on the night you are having.
The online implementation, the sequel's headline addition, is handled with real care. Players can drop out and rejoin a session mid-run without forcing everyone back to a menu, which matters enormously in a game this prone to connection hiccups and this dependent on keeping a group together across an evening. Local couch co-op returns untouched for the purists, and the two options coexist cleanly.
Alongside the cooperative campaign there is Showdown, a competitive mode that repurposes the same grabbing and swinging into direct player-versus-player scrapping. It is a fun diversion and a smart use of the toolkit, though it is clearly the side dish rather than the main course; the heart of Heave Ho has always been working together, and the game knows it.
The honest caveat sits underneath all of this, and it is the same caveat the original carried. Alone, Heave Ho 2 is close to pointless. There is no meaningful solo mode, the systems are shallow by design, and the content, while charming, is not especially deep or long-lived once the novelty of each hazard wears off. This is a game that is either a nine or a four depending entirely on whether you have people to play it with, and no amount of new worlds changes that fundamental dependency.
Art & atmosphere
CraftHeave Ho 2 wears the unmistakable Devolver house style: clean, bold, and cheerfully absurd. The bodies are simple ovals with expressive cartoon faces, the worlds are built from flat, high-contrast shapes in punchy color palettes, and the whole thing reads instantly even in the middle of a four-person tangle. That clarity is not just an aesthetic choice, it is a functional one, because a game this chaotic lives or dies on whether you can tell at a glance which flailing limb is yours.
The animation is where the personality really comes through. Those little bodies swing, stretch, and flop with a floppy, weighty physicality that makes every successful grab feel earned and every failure look hilarious, and the faces sell the drama, all wide-eyed panic on the way down and smug little grins on the way up. It is a game that understands its own comedy is physical, and it animates accordingly.
The audio pushes the same buttons. The soundtrack is a bouncy, upbeat electronic backing that keeps the mood light no matter how badly a run is going, and the sound effects, all satisfying grabs, boings, and thuds, punctuate the slapstick perfectly. None of it is going to win awards for depth, and none of it is trying to; it is a tight, funny, purpose-built comedy machine, and every part of the presentation is bent toward making the failures land as laughs.
A joyous, perfectly focused co-op comedy that is worth far more than its price with friends, held back only by how completely worthless it is without them.
Pros & cons
The ledgerIn its favour
- Online co-op finally lets you play the couch classic with distant friends
- The two-hand grabbing hook is still a brilliant, instantly readable idea
- Eight themed worlds add real variety and clever new hazards
- Drop-in, drop-out online keeps a group together despite hiccups
- Clean, expressive art makes the chaos easy to read at a glance
- Cheap, funny, and endlessly quotable with the right group
Against it
- Close to pointless solo, with no meaningful single-player mode
- Systems are shallow by design and can wear thin over a long session
- Tuned for two, so bigger groups make it easier rather than richer
- The Showdown versus mode is a minor side dish, not a real draw
- Not a reinvention: it is more Heave Ho, for better and worse
Screens
Official media© Devolver Digital. Official media via Steam.
The player verdict
Real reviews · Steam- Not recommended
“No single player?? I understand that this is a fun multiplayer game, but my favorite part of the original was beating the levels by myself and racing to beat the times. I can't recommend this game without a single player option. That seems…”
5 found helpfulvia Steam - Recommended
“Great game; the multiplayer is more cooperative based than last game when you could practically get through levels alone however you still can if you want and the addition of the drone you can use to help friends is great espcially the…”
4 found helpfulvia Steam - Recommended
“Just like the first game, but even more original, it has a wider variety of content. The versus mode is also a lot of fun and is better developed. The only thing I didn't like were the recipe levels; I found them a bit frustrating. I would…”
3 found helpfulvia Steam - Recommended
“First time leaving a review for a game and this game utterly deserves it. As a big fan of the first one, my partner and I enjoy this one too. Its hilarous and loads of fun. The new mechanics are great too and add different styles of play.…”
1 found helpfulvia Steam
Verdict
The callHeave Ho 2 is not trying to be a big game, and judging it as one would miss the point entirely. It is a small, sharp, ten-dollar comedy engine that takes one excellent idea and builds eight worlds of escalating slapstick around it, and the single most important thing it adds over its predecessor, online play, is exactly the thing that widens the circle of people you can share it with.
Go in clear-eyed about what it is. This is not a game you play; it is a game you play with people, and its entire value is unlocked or locked shut by that one condition. Bring two to four friends who can laugh at a catastrophe of their own making, and Heave Ho 2 will manufacture stories you retell for weeks. Approach it as a solo curiosity and there is almost nothing here for you.
For the right group, though, this is one of the easiest recommendations of the year. It is cheap, it is immediate, it demands nothing but a few controllers or a few friends online, and it reliably turns a quiet evening into a shouting match everyone is grinning through. That is a specific kind of magic, and Heave Ho 2 bottles it beautifully.
Sources
Original review by Aymen Sakouhi from the licensed facts above. Score: 7.6/10.


