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!
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.
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Gameplay
Players are no longer locked out of jumping before reaching checkpoint 1 in the tutorial.
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Level 1 - Instructional Beach
Added the Starbar, and a palm forest behind it, at the start of the level.
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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.
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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.
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Level 4 - The Old Tropic Pathway
No changes except for boulders :)
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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.
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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.
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Level 7 - Longbend Bounce
Replaced almost half of the palm trees in the ending segment with water pools.
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Level 8 - Dodge, Dip, and Dive
No changes except for boulders :)
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[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]
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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