Players swing, climb, tug objects, and combine the two yarn characters' bodies to cross gaps and solve physical platforming rooms.
Why it may be useful
The thread physically links the two characters, so cooperation is the control scheme rather than a theme layered on top. Played alone, one person swaps between both characters and the negotiation this is built around disappears entirely.
Keep in mind
Played solo, one person simply swaps between both characters, which is a pleasant platformer but not the cooperation the design is built around.
Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →
What the game is
Unravel Two is a side-scrolling puzzle platformer from the Swedish studio Coldwood Interactive, published by Electronic Arts. You control two Yarnys, palm-sized creatures made of red and blue wool and tied to each other by a single thread. The world is a close-to-the-ground version of the Scandinavian countryside: garden sheds, tide pools, forest floors, harbors and factory yards, photographed so near that a hand-sized character looks tiny.
Steam lists a June 2018 release, a price of about twenty euros, and inclusion in the EA Play subscription; PEGI rates it 7. It is one continuous story played start to finish, not a set of separate levels or an endless mode. Two people play on one screen at the same time, which Steam calls seamless local co-op, and a single player controls both Yarnys by swapping between them. Nothing is spelled out in text; what is happening is carried by the scenery and the animation.
What you actually do
Each pair of Yarnys is joined by a length of thread, and almost every puzzle turns on what that thread can do. You anchor it to a hook so the other Yarny can swing across a gap. You pull it taut into a trampoline and bounce your partner up to a ledge. You leave one Yarny standing on a pressure plate while the other runs ahead, then get yanked back because the slack ran out. Puzzles begin as single ideas and later stack two or three together, with chase sequences between them where one mistake restarts the last few seconds. Getting better looks like fewer stalls: you stop asking what to do and start agreeing who goes first.
What it exercises
Agrees a plan out loud before acting: who anchors, who swings, who moves first.
Judges whether a gap is crossable from the rope's slack and reach.
Times two sets of inputs together so a swing and a jump line up.
Recovers from a failed attempt without blame, since both players restart together.
Turns a physical idea, such as a pendulum or a pulley, into a specific action.
Why we rate it Minimal Worksheet score 18 / 100
FitHow much real knowledge or skill does the play itself make you use?15weight 45%
At 15 the thread genuinely forces cooperation in co-op play: neither character can cross a gap the other has not set up. It falls this low because solo play, which is how most people actually experience the game, swaps between both Yarnys and removes that negotiation completely, leaving an ordinary physical platformer.
TransferWill what you practise here work outside the game?12weight 30%
At 12 agreeing a plan out loud and adjusting when a partner misreads it are the same moves as any shared task elsewhere, but that only applies to the small minority of sessions that are actually played by two people. The rope-swing physics themselves belong to this game alone and carry nowhere.
PracticeDoes the game make you use that skill again and again, as it gets harder?30weight 25%
At 30 the thread returns in every room, so four or five ideas, anchor, swing, tension, pull and release, do get rehearsed many times in new arrangements. It stays low because this is a single story-length game rather than an endless one: the practice stops when the story does, and there is little reason to run it twice.
What the evidence says
Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.
The level is Editorial only: our reading of the mechanics, checked against the Steam listing and EA's official page, not a measured result. No study of this game was found and none has been added. The sources support the factual side: who made it, that local co-op is built in, that a single player controls both Yarnys, the price, the EA Play route and the age ratings. Everything said here about cooperation is inference from how the thread constrains two players, and belongs in that category.
Editorial assessment - not a measured scientific effect.
Fit
15/100
Transfer
12/100
Practice
30/100
Why it makes the cut
PASS - Its tactile co-op platform-puzzle play would still be appealing without any emotional-reading frame.
Editorial only
This is our own reading of the mechanics, checked against the Steam listing and the official EA page, not a measured result; no study of this game exists.
Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.
No subscription requirement was found on the verified PC route.
Steam currently verifies interface support for the listed locales. Full audio is captured only where Steam explicitly marks it; subtitle coverage remains unknown unless a platform source states it separately.
Age guidance
Ages 9+ · ESRB E
Topics
Mind & well-being
Play styles
Co-op, Puzzle, Narrative
Tags
Co-op platforming · Shared timing · Communication
Two players joined by a thread genuinely have to negotiate every gap together, but playing solo removes that negotiation entirely, and the physical puzzles themselves do not transfer beyond the game.