Grab a friend and get ready to swing! You both control the inseparable octopuses, Ten and Tango, on a mission to swing and jump through treacherous terrains to defeat the evil Chef Murgo. Don’t let the cute visuals fool you—this quirky co-op platformer is as challenging as it is charming. Every jump, swing, and tentacle bend requires precise coordination as you navigate traps, obstacles, and enemies. Whether playing solo or in local co-op, teamwork is your only path to victory, because after all, it takes two to tango!
Unique Co-op Gameplay
Bound together, you and your partner must synchronize your movements to overcome every challenge. Use momentum, timing, and teamwork to swing across gaps, avoid traps, and defeat enemies. In Tentacle Tango, even the smallest misstep can send you both tumbling, adding to the game's deceptively tough nature.
Diverse Worlds to Explore
Each world brings new, progressively challenging obstacles—from crumbling platforms to intricate puzzles that require perfect coordination. The difficulty ramps up with every level, demanding quick reflexes and flawless teamwork.
Solo or Local Co-op
Play solo, controlling both characters, or team up with a friend in co-op mode. Whether you're flying solo or partnering up, success hinges on perfect synchronization and timing.
Leaderboards and Achievements
Climb the leaderboards by setting the best times, and compete with friends or globally to prove you’re the ultimate tandem team. Achievements await those who master the tango of teamwork.
Cute, Yet Challenging
Don’t be deceived by the cute art and charming animals. Tentacle Tango may look like a lighthearted adventure, but underneath is a tough, skill-based challenge that tests your patience and precision. Success requires sharp timing and flawless coordination.
Ready to test your teamwork? Tentacle Tango will put your cooperative skills to the test—because it truly takes two to tango!
You Steam Deckers already knew that Tentacle Tango runs smoothly but now its official! Tentacle Tango is Steam Deck Verified!
https://store.steampowered.com/verified/3253920/Tentacle_Tango
END OF MESSAGE.. now go tangoing.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/1508d78223dfd1c0a2f55f338ffc4c84f8ec224e.png\"][/img]
Free Tentacle Tango Demo Out Now!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/71735db76494d5511b7dbe28a394fde4381dd6ef.png\"][/img]
[p align=\"start\"]If you havent played Tentacle Tango yet, nows the perfect time!\nWeve put up a free demo on Steam for the Holidays, so you can jump in, try the co-op challenges and see what the games all about before playing the full version.[/p][p align=\"start\"]Grab a friend, get tangled, and enjoy some Christmas chaos![/p]Theonline beta is live on Steam![img src=\"https://a.slack-edge.com/production-standard-emoji-assets/14.0/google-medium/1f3ae.png\"][/img] [img src=\"https://a.slack-edge.com/production-standard-emoji-assets/14.0/google-medium/2728.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/e1f9c744c9d13a1937ac14050992b8c0162cd1c2.png\"][/img]
That means you can finally swing, flail, and panic together with friends whoarenton the same couch. Holiday miracle? We think so.
This online beta is for you our existing players. Were still polishing online co-op, so there may still be a bug or two flailing around.
\n[img src=\"https://a.slack-edge.com/production-standard-emoji-assets/14.0/google-medium/1f449.png\"][/img]How to join the beta
In your Steam Library, right-clickTentacle Tango
[/*]SelectProperties
[/*]Open theBetastab
[/*]Choose theopen-online-betabranch
[/*]
Jump into the beta and tell us how it feels.\nAs always, your feedback helps us make Tentacle Tango better (and slightly less unhinged).\nHappy holidays from the team[img src=\"https://a.slack-edge.com/production-standard-emoji-assets/14.0/google-medium/2764-fe0f.png\"][/img]Now go cause some festive tentacle chaos.
Disclaimer: Times submitted to the Online Beta Leaderboard will NOT carry over when the online feature is fully released.
While the game is meant to be difficult, many of the challenges presented in the latter half of world 1 were more difficult than intended for that stage of the game, so were making most of those levels easier.
Spikeridge Pathway
Spikeridge Pathway is still too much of a difficulty spike for our liking, so were adjusting the distances to certain spike walls that have been causing frustration.
Adjusted the positions of the spike walls and the second broken platform in the segment after Checkpoint 2.
[/*]Made the wall next to the small grass platform after Checkpoint 3 bigger.
[/*]Moved the pointy wall next to the broken platform after Checkpoint 4 away to give more space for arm adjustment.
[/*]Added wooden platforms connecting the small grass platforms right before Checkpoint 5.
[/*]Added more space to the grass platform after the Pearl segment between Checkpoint 5 & 6.
[/*]Also added wooden platforms connecting the grass platforms leading to Checkpoint 6.
[/*]Removed some of the spikes next to the middle wooden platform in the last segment. Its now possible to stand on that platform with neutral arm length.
[/*]Moved the Starfish away from the spike walls at the end of the level.
[/*]
A Cloud Away
A Cloud Away is the first time-sensitive level in the game, and that alone seems to be difficult enough, so were trimming down some of the spike walls to make it easier to traverse.
Made the following changes to the segment between the start and Checkpoint 1:
[list]Made the first spike wall encountered in the level smaller.
[/*]Moved the spike walls found on the left further to the left.
[/*]Moved the spike walls found right before the first checkpoint a little to the right.
[/*]
Moved the small spike wall stopping the player from attacking the first enemy on the left before it stepped on the cloud platform.
[/*]Made the following changes to the segment between Checkpoint 2 & 3:
Replaced some of the spike walls next to Checkpoint 2 with stone walls.
[/*]Moved the spike pillar on the edge of the bridge to the center of the bridge.
[/*]Widened the second wooden platform, making it easier to avoid the spike walls
[/*][/*]Moved the spike walls next to the small bridge leading from Checkpoint 3 to the Starfish to the right, making it easier to see the bridge (this doesnt affect the difficulty of the segment).
[/*]Destructive Learnings
Destructive Learnings was never meant to be as tricky as it currently is, so were moving some spike walls and adjusting the positions of platforms to make some segments easier to understand.
Moved some of the spike walls between Checkpoint 4 & 5 that could cause an unavoidable death if a swap was made near them even if the arms were fully retracted.
[/*]Made the following changes to the segment between Checkpoint 5 & 6:
[list]Moved the living platform and its Checkpoint (5) closer to Checkpoint 6, to decrease waiting time after respawning.
[/*]Moved the broken platform closer to Checkpoint 6.
[/*]Widened the wooden platform at the end of the segment to allow for emergency swaps.
[/*]
A Quest to Fetch
A Quest to Fetch is a long level that requires a lot of thinking, and on top of that, some tight inputs. Combined it makes for an exhausting level to play, so were widening the margin of error to put the emphasis on the thinking aspect.
Adjusted two of the rock walls before the first Checkpoint to be less punishing to hit.
[/*]Made the following changes to the segment between Checkpoint 2 & 3:
[list]Moved the spike wall next to the first cloud to give more room to spin.
[/*]The pushing enemies now move in the opposite direction.
[/*]Pushed back the two broken platforms next to the two clouds a little to give more room to spin.
[/*]
Replaced one of the broken platforms to the right of the long bridge between Checkpoint 5 & 6 with a regular wooden platform.
[/*]Moved one of the spike walls back a little during the cloud ride after Checkpoint 7 to increase reaction time.
[/*]Added a new Checkpoint right before the final cloud ride.
[/*]A Spiky Rescue
A Spiky Rescues main theme is smashing walls under pressure, either from the enemies chasing you, or the cloud carrying you into spiky walls. However, the difficulty of the theme is a bit too intense, especially in co-op, so were toning it down a notch.
Made the following changes to the segment between Checkpoint 3 & 4:
[list]Removed the wall to the right of Checkpoint 3.
[/*]Made the cloud trip longer, spacing out the spiky pillars more to increase reaction time.
[/*]Adjusted the walls on both sides of the clouds passage to accommodate the above change.
[/*]
Moved the invincible enemy from behind the wall separating Checkpoint 4 & 5 to its own little island in line with Checkpoint 5.
[/*]The Cloudy Cove
The Cloudy Cove features several gauntlets of enemies to get through, which is difficult on its own, so were scaling down the difficulty of the surrounding parts in some of those fights.
Made the following changes to the segment between Checkpoint 2 & 3:
[list]Added a new checkpoint underneath the first flying enemy.
[/*]Removed the spiky walls next to the first flying enemys platform.
[/*]Adjusted the platforms to accommodate for the new checkpoint.
[/*]Moved the second flying enemy and its island further back.
[/*]
Replaced the broken platform at the very end of the second to last segment with a regular wooden platform.
[/*]Walking the Plank
The start of the ending segment in Walking the Plank had little room for error to the point of frustration. So were dividing the broken platforms into smaller chunks to help mitigate that.
Doubled the amount of smaller broken platforms alongside the rock wall in the ending segment.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/40d43140cfce8342f7577f41e960cb9fcc6e71b7.png\"][/img]
Thanks for all your feedback! We\'ve listened, adjusted and fixed some things in this patch release. Here are the details.
General Changes
The main characters in the main menu are now more animated.
[/*]The Level Complete screen now scales better with wider screen resolutions.
[/*]Boss Keys have an even greater glow to them.
[/*]Charger enemies (rolling bugs) now have a new sound effect when knocked out.
[/*]
Gameplay Changes
The camera now slightly tracks Boss Keys.
[/*]
Bugfixes
Returning to the main menu and then going back to Co-op with a controller should no longer force you to click the Lets Go button with a mouse to continue.
[/*]Pearl indicators next to level names should no longer be displayed above other UI elements.
[/*]Unlocking a Challenge Level now plays a sound effect as intended.
[/*]Jumping off a cliff with an inactivatable Cloud powerup no longer crashes the game.
[/*]Colliding with yourself while sitting on a wall with the Spike Shoes powerup and dying as a result no longer changes the powerups on one of the characters.
[/*]Steam Vents and Stovetops now pause with the rest of the game when a level is completed.
[/*]
World 1
Around the Bend
Altered geometry of a cliff to prevent players getting stuck in a strange fashion
[/*]
The Chase
Altered geometry of several cliffs to prevent players getting stuck
[/*]
Land Before Swine
Slightly altered the geometry of the cliff next to the sleeping swine to be diagonal.
[/*]Replaced the broken platform in front of the Cage with a regular dirt platform.
[/*]
Spikeridge Pathway
Tweaked spike placement to lessen frustration
[/*]
A Cloud Away
Changed the geometry of the walls at the end of Checkpoint 2s platform to avoid players potentially getting stuck in a corner.
[/*]
Destructive Learnings
Made the segment after Checkpoint 3 slightly easier to do by increasing the size of the middle platform.
[/*]Removed the spike pillar to the left of Checkpoint 5.
[/*]
Dodge, Dip, and Dive
Changed the ground underneath the cannons next to the last Checkpoint to remove a way to cheese the segment (sorry).
[/*]
A Quest to Fetch
Fixed an issue where players could get stuck on a mountain during the ending destruction frenzy.
[/*]
The Cloudy Cove
Smoothed out some cliffs to decrease chances of getting stuck
[/*]
.
World 2
Old Mine Bog
Removed the mine at the very start of the level.
[/*]Changed the position of the Checkpoint 3 Platform to avoid an instant death if you spin clockwise and dont adjust your arm after respawning.
[/*]
Unidentified Flying Object
Fixed the shadow of some walls not displaying correctly.
[/*]
Spikebark Woods
Removed some of the wall to the left of Checkpoint 1.
[/*]Improved clarity for the intended path to minimize confusion
[/*]Made several sections less cramped and narrow
[/*]
Spikebark Treetops
Adjusted geometry of the cliff after getting the powerup to decrease the chance of players getting stuck on it.
[/*]
Hunters Lair (Boss Fight)
Removed some of the doorway walls between rooms.
[/*]Widened some of the Falling platforms in the first segment.
[/*]Moved two of the mines, and added more platforms to stand on, in the segment after the first Checkpoint to make it easier.
[/*]
World 3
Chill Step Mountain
Filled in a hole next to Checkpoint 3.
[/*]
The Fire Wisps Awaken
Moved the starting position back a little so that the timing with the first Fireball lines up better.
[/*]
Steamy Sanctuary
Added a checkpoint earlier in the level.
[/*]
A Far Stretch
Made the segment after Checkpoint 2 easier by giving the player more time to spin between platforms.
[/*]
In The Chamber
Changed the placement of the small platform next to the Spike shoe powerup to make the segment flow smoother.
[/*]Replaced one of the broken wood platforms with a wall to make it clearer which character should be standing on which platform. And to make it easier to plan for the next segment.
[/*]
Into The Fire
Made the Cannon + Steam Vent segment after Checkpoint 4 significantly easier.
[/*]
Fire & Ice
Adjusted the walls around every Checkpoint to help in getting the correct sliding direction for the upcoming segment.
[/*]Removed excess walls to increase loading time.
[/*]
Bug Haven Cliffs
Fixed some of the water in the first water pool not extending all the way to the wall.
[/*]Moved the Pearl collectable to a more interesting (and more difficult to reach) spot.
[/*]
The Great Tullinge Lake
Fixed some of the walls at the end of the level not colliding with the players arms.
[/*]Filled some of the holes with water.
[/*]
Cold Feet (Boss Fight)
The Spike powerup can no longer be picked up while it is flying away from the player.
[/*]
Sub Zero Finals
Now has the correct name on the in-level nameplate.
[/*]
\n
World 4
Unravel The system
Changed the starting position of the mechanical platform next to Checkpoint 3 so that it is easier to reach if the previous mechanical platform of the same color wasnt moved all the way.
[/*]
Club Hopping
Added a missing Pearl collectable.
[/*]
Trip Through The Zoo
Fixed the shadow of some walls not displaying correctly.
[/*]
Conveyor Belt Sushi
Added tablecloths to table platforms.
[/*]
Eight Star Kitchen (Boss Fight)
Fixed the shadow of some walls not displaying correctly.
[/*]Added tablecloths to table platforms.
[/*]
Tentacle Tango has officially launched!
\nAfter months of development, playtesting, demo feedback, and a whole lot of dancing tentacles, the full version of Tentacle Tango is now live on Steam!
A huge thank-you to everyone who played the demo, wishlisted the game, shared feedback, and supported us along the way. Your enthusiasm has meant the world to our small team.
\nWhats waiting for you in the full release
4 worlds with cunning bosses
[/*]Tons of levels and challenges
[/*]Updated visuals and improved animations
[/*]Quality-of-life improvements
[/*]Polished gameplay from top to bottom
[/*]Controller support improvements
[/*]Pain, fun, suffering and victory :-)\n
[/*]
Play the full version now
Tentacle Tango is best enjoyed with a friend! Local co-op is ready to go, and were hard at work bringing full online co-op to you in just a couple of weeks.\nThe game is available starting today we hope youll jump in, have fun, and share your wildest tentacle dance moments with us!
Wed love to hear from you
Let us know what you think on the forums or Discord your feedback will guide future improvements and updates.
Thank you again for joining us on this journey.\nHave fun and happy dancing!
The Tentacle Tango Team
Get ready to dive into a whirlpool of wiggly madness as our favorite octopus takes center stage during Steams Animal Fest!
[p align=\"start\"]Mark your calendars for November 20, when Tentacle Tango officially hits Steam. Expect chaotic tentacle teamwork and plenty of laughs as you slip, slide, and tangle your way to victory![/p][p align=\"start\"]Dont miss out add Tentacle Tango to your wishlist now so youll be notified the moment the chaos begins! [/p][p align=\"start\"][dynamiclink href=\"https://store.steampowered.com/app/3253920/Tentacle_Tango/\"][/dynamiclink][/p]Get ready to test the limits of your friendshipand your patience!
[p align=\"start\"]Tentacle Tango has joined the Difficult Games Bash on Steam! We\'re celebrating with a major announcement and a free demo that will give you a taste of the co-op chaos to come.[/p]Play the Difficult Games Bash Demo Now!
[p align=\"start\"][/p][p align=\"start\"]Dive into the challenge immediately. Play the FREE demo for Tentacle Tango before you do anything else!![/p]Experience the core co-op precision platforming gameplay.
[/*]Master the synchronized Tango mechanic where your movements are linked.
[/*]Discover just how quickly a beautiful dance can turn into an argument.
[/*]
The Official Launch Date is Set!
[p align=\"start\"][/p][p align=\"start\"]We\'re thrilled to announce that the full version of Tentacle Tango will be launching on Steam on:[/p][p align=\"start\"][/p]NOVEMBER 20th!
[p align=\"start\"][/p][p align=\"start\"]Mark your calendars! The full game will bring new levels, more mechanics, and even more opportunities to blame your partner for your inevitable demise.[/p][p align=\"start\"]If you enjoyed the demo or you just love a good challenge, hit that Wishlist button. Following the game is the single best way to support us and ensure you don\'t miss the launch on November 20th![/p][p align=\"start\"]Wishlist Tentacle Tango Today![/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/ba4768e314b532d301d297712611fa6505002bc3.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/a3cd421d585f310b38ae7efd6818b4d1fecc5f86.png\"][/img]
The big day is almost here! We\'re thrilled to give you a fresh look at Tentacle Tango with a brand new teaser video revealing some of the chaotic co-op action and terrifying foes you\'ll face.\n
What\'s in the Video?
[p align=\"start\"]This teaser is packed with the juice you\'ve been waiting for:[/p]Mind-Bending Mechanics: See more of the unique, precision platforming that requires you and your partner to move hand-in-tentacle. Get a glimpse of new traps and obstacles that will truly test your coordination (and maybe your friendships!).
Boss Fights: Meet a new, giant boss that is guaranteed to be a chaotic challenge. These battles will demand flawless teamwork and razor-sharp reflexes. Prepare to die (and laugh) a lot!
New Environments: Feast your eyes on some of the colorful and treacherous worlds you and Ten & Tango will be swinging through to save your captured animal friends.
The Launch is Approaching!
[p align=\"start\"]The finishing touches are being put on the game, and were in the final stretch! Tentacle Tangos launch is approaching fast, and we are incredibly excited for you to finally get your hands on the full game.[/p][p align=\"start\"]We know you\'re eager for the date, and we promise the official launch date will be revealed shortly! Make sure the game is on your Wishlist to be the first to get the news.[/p]Thank you for all your support. The Tango is almost ready to begin!
Cheers,
The Cable Nest Team
Tentacle Troop, assemble!!
Get ready for a fresh update to the demo, packed with some awesome quality-of-life improvements and level adjustments. We\'ve heard your feedback and made a bunch of tweaks to make your gameplay experience even smoother and more fun.
Notably, in Level 5 no more risk of spawnkill at Checkpoint 2 (Entschuldigung HollaDieWaldfee und Maxim, but thank you for showing us that this is something that could happen).
Level 6, Spikeridge Pathway, has been made a bit easier, and you\'ll find more cool decorations throughout all the levels.
Dive in and check out all the details below!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/c7867e6448d5627915c1bfb74b548f6bff7c218d.png\"][/img]
\nGeneral
Added boulders to all levels. Boulders are non-hazardous obstacles, similar in size to the smaller palm trees.
[/*]
Gameplay
Players are no longer locked out of jumping before reaching checkpoint 1 in the tutorial.
[/*]
Level 1 - Instructional Beach
Added the Starbar, and a palm forest behind it, at the start of the level.
[/*]
Level 2 - Around the Bend
Added more walls to bend around, especially in the later stages of the level.
[/*]Adjusted the placement of checkpoint 3 to be closer to the path forward.
[/*]Made the path forward from checkpoint 3 more obvious.
[/*]
Level 3 - Baaahdside Docks
The name has been changed to better fit the enemy models.
[/*]Adjusted the starting segment to keep the focus on one aspect of the enemies at a time.
[/*]Changed the ending segment to make it easier to wait for the first enemies to walk off the platform.
[/*]
Level 4 - The Old Tropic Pathway
No changes except for boulders :)
[/*]
Level 5 - Teeming Islands
Moved the first enemy closer to the wooden platform.
[/*]Widened the platform that checkpoint 2 is on to prevent a potential spawnkill from happening if you trigger the enemy and take the checkpoint before killing said enemy. (Entschuldigung HollaDieWaldfee und Maxim, but thank you for showing us that this is something that could happen)
[/*]Made the ending segment easier by removing some of the platform on the right side.
[/*]
Level 6 - Spikeridge Pathway
The second segment is now the second-to-last segment instead to better fit the difficulty scaling of the level.
[/*]Fixed a bug which sometimes caused spike walls to not kill the player.
[/*]The now second (previously third) segment had one of the brittle platforms replaced with a sturdy wooden platform.
[/*]The now fourth (previously second-to-last) segment has been made easier by widening some platforms, and making the blocking walls triangular to allow earlier arm extensions.
[/*]These changes have made the level overall slightly longer.
[/*]
Level 7 - Longbend Bounce
Replaced almost half of the palm trees in the ending segment with water pools.
[/*]
Level 8 - Dodge, Dip, and Dive
No changes except for boulders :)
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/67b0615b7174ef16ad8be8e6dcdb0873f96cecd4.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45246212/aa6cae2203de951be3dc54154a5f4401a1abf1e2.png\"][/img]
Watch our sound designer, Benji, and level designer, Daniel, play through some prototype levels to see if they're good enough to be added to the final version of the game.
This is a pre-recorded stream
We're happy to announce that Tentacle Tango is part of the Made In Sweden lineup this summer. While tango might not be a strong Swedish dance tradition, we think you'll notice the game's Swedish roots in some of its wild landscapes and environments.
In this stream, you can follow designers Dan and Benji as they struggle to master the two intertwined octopuses.
We're also getting closer to a definite release date and will share it with you soon!
In the meantime, enjoy the demo!
Cheers, Kristian
Indie fest is ON! Catch the Six One Indie Showcase from May 22-26. Watch Dan and Benji try to survive their own game!
Presenting the Overworld!
We're happy to show you 'The Overworld', our new level select screen for Tentacle Tango!It's still in development, which means YOU can help shape its final form!
Share your thoughts and ideas in the discussion section found below.
Everything shown is subject to change
Join Daniel (Level Designer) & Benjamin (Composer) as they play through some unfinished levels that may or may not end up in the final version of Tentacle Tango.
Follow us on our social medias:
Tiktok: https://www.tiktok.com/@cable.nestInstagram: https://tr.ee/tG7COWtpL6
Youtube: https://www.youtube.com/@CableNestStudios
Bluesky: https://bsky.app/profile/cablenest.bsky.social
Join our Discord to follow and influence the development our current and future titles:
https://discord.com/invite/yYc2uf7Td6
Patch Update Improvements & Fixes!
Weve made some tweaks to enhance your Tentacle Tango demo experience! Heres whats new:
New enemy sounds More immersive (and maybe a little scarier!).
Environmental visual fixes Minor touch-ups for a smoother look.
Character controller fixes Improved responsiveness and bug fixes.
Level design tweaks Small adjustments for better flow.
Jump in and let us know what you think!

Demo Changes 12-20-24
Summary
- Leaderboards can now be viewed from the level select screen.
- Several QoL changes to gameplay and levels. (See details for more info)
Details
General
- Leaderboards can now be viewed from the level select screen.
- Added a credits screen to the main menu.
- The death counter now displays numbers in the hundreds (and higher) correctly.
- The water no longer cuts off abruptly for users with ultrawide monitors.
- Added a jump animation to the player characters.
- Small changes in the text of the end-of-the-demo screen.
Gameplay
- [Co-op] Both players pressing the switch button immediately after each other will no longer swap the players twice, only once, as the players intended.
- The game now pauses everything except the starfish when a level is completed to reduce confusion.
- Jumping now locks spinning a little longer, making several jumps in short succession go in the same direction instead of curving a little with every jump.
- Jumps now have more height to them. (Length is still the same)
- Added a camera shake when the player dies.
- [Co-op] Lowered the arm stretching speed of each player.
- Bending around something and colliding with the other character will now switch whos standing on the ground.
- The pink pearls hitbox is now slightly bigger.
- Bouncing at very low speeds no longer plays a sound effect.
Level 1 - Instructional Beach
- Removed the wall beneath the starting area.
- Players can no longer jump until the jumping tutorial prompt has appeared.
- Updated the jumping tutorial prompt to include more information.
- Remade the jumping tutorial to include obligatory jumping tasks.
- Added an L to the stretch arms tutorial prompt stick(s).
- Remade the stretch arms segment.
Level 2 - Around the Bend
- Moved the first checkpoint away from the nearby wall for greater visibility.
- Made the path forward after the third checkpoint easier to see by making the start and end wider.
Level 3 - Moleside Docks
- Updated enemy models.
- Made almost every platform wider.
- Added an enemy that shows how falling platforms work.
Level 4 - The Old Tropic Pathway
- Made the wall next to the second checkpoint smaller to reduce the risk of bouncing off of it.
Level 5 - Teeming Islands
- Updated enemy models.
- Added more decorations.
- Widened some of the wooden platforms at the start of the level.
- Widened the first wooden bridge after checkpoint 2.
Level 6 - Spikeridge Pathway
- Added a safe place to stand before the first obstacle.
- Replaced some of the spiky wall on the right of the segment after checkpoint 1 with regular stone walls.
- Moved the spiky walls closer to the falling platforms in the segment after checkpoint 2.
- Cleaned up checkpoint 4 to make it easier to see where youre supposed to go.
- Made the last segment easier by making the last wooden platform larger and removing the tip of the spiky wall.
Level 7 - Longbend Bounce
- Added more decorations throughout the level.
- Added wooden platforms between the islands in the starting area to act as guides.
- Added a smaller version of the first obstacle to lower confusion.
- Moved checkpoint 3 back a little.
- Added more to the spiky wall to the left of checkpoint 3.
- Added a safe place to stand to the right of the falling platforms right before checkpoint 4.
- Shortened the length of the segment after checkpoint 4.
- Increased the length of the segment after checkpoint 5.
Level 8 - Dodge, Dip, and Dive
- Made the first U-turn slightly longer.
- Moved some of the cannons to adjust for the U-turn being longer.
- Added a checkpoint right after the U-turn.
- Made the platform after the new checkpoint 1 wider.
- Added more to the platform surrounding the now second checkpoint.
- It is now more obvious that you can go around the stone wall next to the now third checkpoint as a safer option.
- Added some wooden bridges between some of the platforms after the now third checkpoint.
- Made the now checkpoint 4 platform wider.

Mac players, the wait is over the Tentacle Tango demo is here! Download today to dive into puzzle-platforming fun with a friend. Dance or DIE together!
Wed love to hear your thoughts, so drop your feedback here. Happy tangoing!
Changes to the start of Longbend Bounce:
- Moved the platform north of the starting position closer to start.
- Added stone pillars in the water north of the starting position to indicate that its the wrong way to go.
- Moved the platforms to the bottom right of the starting position further north to make them more visible.
- Moved everything east of the starting position further north to compensate for the adjustments to the platforms leading to the tunnel.

The Difficult Game Bash is on! In the coming days you can to challenge yourself by playing the most difficult games on Steam. Tentacle Tango is one of them.
Dont let the cute looks fool youthis game is designed to test your every move. In Tentacle Tango, you'll control a duo of daring characters connected by an unbreakable bond (literally). Twist, swing, and strategize your way through levels filled with tricky traps, ruthless enemies, and mind-bending puzzles.
It takes two to tango in this deadly dance. Play solo, controlling both characters, or team up with a friend in local co-op mode. Whether you're flying solo or partnering up, success hinges on perfect synchronization and timing.
Think you can handle the toughest challenge of the year? Jump in and find out!
Minimum Setup
- OS: SteamOS 3.0
- Processor: AMD Zen 2Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD RDNA 2
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