Start Chained Together in Beginner mode if you want checkpoints while learning, or Normal if your group wants the standard challenge and eligible achievement runs. Confirm everyone's controls, choose a simple movement countdown and agree where to regroup before tackling unfamiliar jumps. Your shared pace matters more than one player's speed.
This Chained Together guide covers the Steam game, app 2567870: a platforming climb out of Hell, playable alone or with up to four people. The current store supports online and shared/split-screen co-op. The teamwork routines below are editorial advice; they are not a claim that we have tested a particular route in the current build.
01
Choose a mode before choosing a route
Decide what a successful first session means. Learning a difficult section, reaching a new environment and completing an achievement run are different goals. A group that agrees on the goal will make better decisions about retries and stopping.
| Mode | Officially described feature | A useful first-session goal |
|---|---|---|
| Beginner | Checkpoints | Learn movement and practice working together |
| Normal | The standard climb | Build a repeatable route without Beginner's checkpoint assistance |
| Lava | Rising flames add time pressure | Attempt familiar sections once the group can move consistently |
The current official store says leaderboard scores and achievements are valid only in Normal and Lava. Choose Beginner for practice with that restriction in mind. Older videos or player posts may describe different reward behavior; they do not override the current official rule. See the mode comparison before committing to a long run.
Do not mistake the separate 2v2 Race Mode for the original escape objective. Its official announcement describes two teams competing over the height climbed within 30 minutes. That is a useful later challenge, but it changes what your team is trying to achieve.
02
Set up the group before the first serious jump
The official player range is one to four. You can learn alone or bring friends; a search result about five players is not proof of official five-player support. Use the player-count and co-op guide to distinguish the supported setup from modifications.
For online play, let everyone finish updating before starting, and check that you are joining the intended session. The store calls for a good connection between players. If one person's movement looks delayed, resolve that before interpreting every failed jump as a timing mistake.
For local play, first check who controls each character. The store lists partial controller support, so keep access to keyboard and mouse rather than assuming every menu works with every controller. Confirm movement and the currently assigned jump action in a safe starting area. The controls guide and local co-op setup cover these choices without inventing default button mappings.
03
Give every jump a shared plan
A short callout system reduces the amount of talking needed during a jump. For example, use “ready,” “moving,” and “stop” with the same meaning every time. This is a suggested team convention, not an in-game command or required input.
Before an unfamiliar gap, agree on four things:
- Which visible platform is the destination?
- Who moves first, and does anyone need to wait?
- Where will everyone pause after landing?
- What word means the attempt is cancelled?
Keep the destination description concrete: “the wide platform beside the wall” is easier to act on than “over there.” If two players describe different targets, settle that while you still have space to stand.
Avoid counting down while somebody is adjusting their camera or position. Ask for a ready response first. A countdown organizes an agreed attempt; it cannot compensate for players attempting different routes.
04
Treat the chain as part of the obstacle
The official description says the simulated chain can wrap around platforms. That makes the space between players relevant, not just the platform under each character.
As an editorial habit, pause after awkward landings and look at both the next landing area and the chain's path. If a teammate reports unexpected resistance, describe what each person sees before everyone changes direction. Several simultaneous corrections can make it harder to identify what went wrong.
Try to keep a clear view of teammates near a turn. Being safely across a gap is not a signal to rush onward while another player is still completing it. Your next movement should be part of the group's plan, especially when the chain is passing around scenery.
If the session offers chain arrangement choices you do not understand, read their current descriptions and compare them near the start. We have not verified a universal open-versus-closed-chain recommendation, so neither setting is presented here as a guaranteed easier option.
05
Learn one obstacle at a time
Use the first attempt to identify the problem. Is the landing hard to see? Are players starting from different positions? Is someone moving before the rest are ready? These questions produce a more useful retry than “jump better.”
Change one part of your plan at a time. For instance, keep the same destination but move the meeting point farther from the edge. If the next attempt improves, you have learned something you can repeat. Changing the destination, movement order and countdown together makes the result harder to understand.
After a fall, ask each player for one observation before proposing a new route. Keep this brief enough that the group remembers the attempt. A useful note is “the last player had not landed when we continued”; a blame label gives you no action to change.
06
Check saving before a long session
Checkpoint assistance and restoring a session are separate questions. Do not assume that reaching a place, quitting and recreating a lobby will always restore exactly the position you expect.
In a June 2024 Steam discussion, players described loading previous progress after recreating a session, but reports disagreed about saving and restoration. Those are historical player accounts, not current official menu instructions.
Before investing an evening, perform a short, low-risk exit-and-return check with your own group. Note the host, mode, player count and any relevant options so that you can compare the returned session with the one you left. See saving and checkpoints for the dated evidence and practical checks.
07
Keep older walkthroughs in context
A video is most useful when its mode, map and version match your session. The September 2026 hotfix discussed trampoline changes and Race Mode fixes, so an older movement demonstration may not reproduce exactly.
The official October 8 announcement scheduled a new map for November 12, 2026. At this guide's October 22 review date, that map was upcoming. An original-map walkthrough therefore cannot establish its route or collectible locations.
For your next session, choose one focused goal: a cleaner team sequence, another unfamiliar section, or learning the Wings of Freedom. Leave exact ending-height claims and collectible routes to evidence that identifies the map. The ending and height guide explains what the available sources actually support.
