
Steam news
Full Steam announcements and update articles for this title.
It's time for the Steam Games Made in Sweden Sale! To celebrate our roots and the incredible Swedish game dev community, we are slicing the price of Tentacle Tango by 35% for the duration of the event!
🇸🇪 We are incredibly proud to be featured alongside so many legendary Swedish developers and amazing indie titles. You can check out the entire festival lineup and support Swedish creators right here: Games Made in Sweden Sale HubThank you all so much for your ongoing support!
The Steam Summer Sale is here, and Tentacle Tango is officially 35% off.
Grab a partner (or brave it solo) and get ready for some precise swinging. At just $9-and-something, high-stakes platforming and tested friendships have never been more affordable.
The discount won't last forever, so grab your copy before the Summer Sale ends!
Happy swinging!
Whether you're climbing the leaderboards solo or ruining friendships in local/online Co-op, now is the perfect time to get tangled up. Grab the deal before it wiggles away! The sale ends on March 26.
Thanks to everyone who’s played online co-op! Your feedback has helped us identify and resolve several issues.
Summary
Fixed enemy desync
Added desync loop detection
Fixed UI sound issues
Bug Fixes
Fixed an issue where some enemies would move differently for each client
Added a popup notification for cases where players could become soft-locked due to repeated desync restarts
Fixed an issue where incorrect UI sounds would play when starting the game or opening certain menus
Grab a friend online and dive into painfully difficult co-op where you’re literally tied together.
Put your friendship to the ultimate test. Shout directions that won’t help. Fail spectacularly through really, really, REALLY hard challenges — now fully interwebz-connected.
Celebrate the online chaos with 25% off. Friendship damage sold separately.
Thanks to everyone who’s played the online beta! Your feedback helped us identify and fix multiple issues. We’re racing toward the full release of the online feature!Summary
In Game Feedback Form
Fixed desyncs
Details General Changes
A Feedback & Bugs reporting feature has been added to the pause menu. Now you can quickly let us know about any negative or positive situations that you encounter, directly from within the game!
Bugfixes
Fixed a desync that could occur at the start of a level
Fixed a desync that could occur when stepping on a broken platform
Fixed a bug where the clients could respawn on two different checkpoints, causing a softlock
You Steam Deckers already knew that Tentacle Tango runs smoothly … but now it’s official! Tentacle Tango is Steam Deck Verified! ✅🎮
https://store.steampowered.com/verified/3253920/Tentacle_Tango
END OF MESSAGE.. now go tangoing.
🎄 Free Tentacle Tango Demo – Out Now! 🎄
If you haven’t played Tentacle Tango yet, now’s the perfect time! We’ve put up a free demo on Steam for the Holidays, so you can jump in, try the co-op challenges and see what the game’s all about before playing the full version.Grab a friend, get tangled, and enjoy some Christmas chaos!That means you can finally swing, flail, and panic together with friends who aren’t on the same couch. Holiday miracle? We think so.
This online beta is for you — our existing players. We’re still polishing online co-op, so there may still be a bug or two flailing around.
How to join the beta
In your Steam Library, right-click Tentacle Tango
Select Properties
Open the Betas tab
Choose the open-online-beta branch
Jump into the beta and tell us how it feels. As always, your feedback helps us make Tentacle Tango better (and slightly less unhinged). Happy holidays from the team. 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 we’re making most of those levels easier.
Spikeridge Pathway is still too much of a difficulty spike for our liking, so we’re 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. It’s 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 is the first time-sensitive level in the game, and that alone seems to be difficult enough, so we’re 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:
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 doesn’t affect the difficulty of the segment).
Destructive Learnings was never meant to be as tricky as it currently is, so we’re 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:
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 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 we’re 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:
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’s 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 we’re toning it down a notch.
Made the following changes to the segment between Checkpoint 3 & 4:
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 cloud’s 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 features several gauntlets of enemies to get through, which is difficult on its own, so we’re scaling down the difficulty of the surrounding parts in some of those fights.
Made the following changes to the segment between Checkpoint 2 & 3:
Added a new checkpoint underneath the first flying enemy.
Removed the spiky walls next to the first flying enemy’s 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.
The start of the ending segment in Walking the Plank had little room for error to the point of frustration. So we’re 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.
Thanks for all your feedback! We've listened, adjusted and fixed some things in this patch release. Here are the details.
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.
The camera now slightly tracks Boss Keys.
Returning to the main menu and then going back to Co-op with a controller should no longer force you to click the “Let’s 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.
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 2’s 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
.
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 don’t 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.
Hunter’s 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.
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 player’s 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.
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 wasn’t 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.
After 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. ❤️
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 :-)
Tentacle Tango is best enjoyed with a friend! Local co-op is ready to go, and we’re hard at work bringing full online co-op to you in just a couple of weeks. The game is available starting today — we hope you’ll jump in, have fun, and share your wildest tentacle dance moments with us!
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. Have 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 Steam’s Animal Fest!
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!Don’t miss out — add Tentacle Tango to your wishlist now so you’ll be notified the moment the chaos begins! 💦Get ready to test the limits of your friendship—and your patience!
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.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 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.
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.
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!
Added boulders to all levels. Boulders are non-hazardous obstacles, similar in size to the smaller palm trees.
Players are no longer locked out of jumping before reaching checkpoint 1 in the tutorial.
Added the Starbar, and a palm forest behind it, at the start of the level.
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.
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.
No changes except for boulders :)
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.
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.
Replaced almost half of the palm trees in the ending segment with water pools.
No changes except for boulders :)
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
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Tentacle Tango, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Tentacle Tango statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.