Ms. Splosion Man is a fast 2.5D platformer with a separate 50-level co-op campaign for up to four players. On Windows, you can play together on one computer or online through Steamworks; Steam Remote Play Together can also stream a local session to friends. Each character uses explosions to jump, attack, and interact with the world, so the cooperative levels turn that one-button idea into a shared timing puzzle. If you and your friends like learning a tricky sequence through repeated attempts, there is a full set of stages built around playing together.

Your jump is also your main tool

Ms. Splosion Man does not have a conventional jump button. You trigger a blast beneath her to launch upward, and the same explosion can hit nearby enemies or activate parts of a level. You can chain several blasts before needing to touch the ground or a special object to reignite. That makes even a simple gap into a question of when to detonate, where the blast will carry you, and whether the next platform gives you room to reset.

The co-op campaign builds on this rule by letting one player’s explosion boost another. A friend can jump onto a teammate’s blast to reach a higher ledge, while a timed switch, barrel, or moving platform gives the group a narrow window to continue. Some routes ask players to set off their blasts together; others place characters on separate sides of an obstacle so an action in one part of the screen changes what is possible for everyone else. The levels are not the single-player stages with extra characters added. They are their own puzzles, built around several Ms. Splosion Men sharing the same space.

That shared movement creates a different kind of platforming rhythm. One character can reach a trigger that starts a moving platform, while another crosses the gap before it returns. A row of explosive barrels can turn a jump into a long launch, but each blast has to send its player toward the next safe surface. Rails, cannons, switches, lasers, and spike traps remix the same small set of controls, so the challenge comes from reading the space and timing the chain rather than choosing from a large move list. Because the same blast serves as a jump, an attack, and a way to trigger objects, the group can solve an obstacle through timing and position rather than by unlocking new abilities. One player may send an explosive barrel through a gap while another reaches a switch; a later stage can rearrange those jobs around a moving platform. Familiar controls become a fresh team problem when the spacing or timing changes.

Fifty levels built for a group

The co-op campaign has 50 levels, separate from the 50-level solo campaign. Its stages run through the game’s exaggerated Big Science settings, with laboratories, city scenes, resort-like scenery, and industrial spaces full of contraptions. Instead of a shared character build or an inventory to maintain, progression comes through advancing across a map of stages and opening more of the campaign. The main reward is seeing new hazards and combinations appear as the game adds to its platforming vocabulary. The map gives the campaign a sense of movement through a place rather than presenting a flat list of identical rooms. A puzzle in a sterile lab can give way to an outdoor stretch with long sightlines, then to a factory where moving machinery and tight platforms crowd the route. Those changes matter to co-op because the same blast behaves differently when the next safe ledge is narrow, high, or moving. You are still using the same basic action, but the scenery changes how much room the group has to recover from a mistimed jump.

You will not pick fixed classes or assign a tank and support role. Everyone controls a version of Ms. Splosion Man with the same core abilities, and each player’s position in a puzzle gives them a temporary job: stand on a trigger, start a chain of explosions, cross a moving surface, or reach the next platform. A route can make those positions swap from one moment to the next. When a section works, the solution is visible in the movement itself: one blast lifts a friend, their landing reaches a switch, and the resulting platform carries the rest of the group forward.

Hidden collectibles and alternate exits take your group beyond the direct route to the finish. Leaderboards and ghost replays give you times or routes to beat on completed co-op levels.

If a friend can’t join, “2 Girls, 1 Controller” lets one player control two characters through the co-op stages. You still face the levels’ shared-movement puzzles, with one person handling both characters.

There are no separate builds or permanent upgrades between stages, so progression comes from learning the level’s language. Small checkpoints break up longer stages, while collectibles and alternate exits reward looking beyond the route to the finish. Later puzzles combine familiar barrels, switches, and moving platforms in tighter sequences, asking the group to apply what it has learned under pressure.

The funny part is loud, and the timing is strict

Ms. Splosion Man’s world is colorful and deliberately ridiculous. The heroine bursts through sterile labs and bright set pieces in a pink-and-yellow silhouette, while scientists and machines turn into part of the slapstick obstacle course. She dances between actions and chatters in pop-culture references; cutscenes and bonus material carry the same broad, knowingly silly tone. That energy keeps the screens busy, and the jokes can become repetitive if you would rather focus on the platforming.

The platforming itself can be forgiving in one respect and severe in another. Checkpoints break levels into shorter attempts, and after repeated failures the game offers a way to skip a difficult level. But a missed blast can still send a character into spikes or leave the team waiting to restart a section. Some sequences move quickly enough that the screen asks for a decision before the hazard is fully clear. Later levels tighten the timing and stack moving hazards; co-op adds the extra pressure of coordinating each crossing.

That difficulty is central to the group fit. The controls are easy to understand, but players have to learn how far a blast travels and how each surface changes the next jump. A successful chain feels satisfying because everyone can see how their timing helped; a failed one means trying another beat. Groups who like compact, reactive platform challenges have plenty to work through, while friends looking for a relaxed game may find late stages unforgiving despite checkpoints and a skip option. The single camera can also make characters small when hazards and effects crowd the screen, adding a visual challenge to faster sections.

A checkpoint or skip can keep one difficult section from ending a session, but neither removes the need to pay attention to each jump. Skipping a level is a way past a wall, not a way to solve it, so it trades mastery for campaign momentum. The option matters for groups with mixed patience: a difficult stage need not hold everyone indefinitely, while players who want to sharpen their timing can return later for collectibles, alternate exits, leaderboards, or ghost replays.

One computer or an online party

On Windows, the co-op campaign supports up to four players locally or online. Local play shares one computer and screen, so everyone needs an input device; controllers are supported. The Steam version uses Steamworks for online play, replacing its older Games for Windows Live connection. Steam Remote Play Together can also stream a local session from the host’s computer to friends over the internet.

Both options lead to the same co-op campaign. In local play the camera keeps everyone in view as the group splits between rails or waits for a teammate to reach a switch. Remote Play Together streams that shared local session from the host’s computer; it does not create a separate campaign or online mode.

Ms. Splosion Man fits friends looking for a platformer where cooperation is expressed through movement rather than loadouts or long-term character progression. Its distinctive co-op campaign gives you new levels to solve together, and its small control set lets the stage design carry most of the complexity. Expect bright scenery, oddball humor, collectible detours, and stretches where timing has to be deliberate. The game offers a large cooperative course for a group that wants to move, explode, and puzzle its way across the same screen.

Screenshots

Tags