Chained Together is a physics driven climbing game from Anegar Games, published by Secret Mode on 19 June 2024 and priced around five euros. One to four players are literally chained to each other and have to climb roughly 3,600 metres from The Hell Cliffs to The Garden, with a fully simulated chain that catches on geometry and drags teammates off ledges. Falling is shared, so one bad jump can undo everyone's last twenty minutes. The map runs through 10 named sections, gated by height rather than by loading screens, and there are three modes: Normal with no checkpoints, Beginner with three checkpoints, and Lava with rising flames chasing you. Leaderboard runs only count in Normal and Lava.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness, factoring in damage, survivability, gear requirements, and how well they scale into endgame. New to the game? Start with our beginner's guide first.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| The Anchor | A | Balanced | Best available |
| The Jumper | A | Balanced | Best available |
| The Caller | A | Balanced | Best available |
| Solo Climber | A | Balanced | Best available |
| The Fourth Weight | A | Balanced | Best available |
For detailed meta rankings, see our Chained Together tier list.
A-Tier: The Anchor
The Anchor is a top-performing option in Chained Together.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Standard jump | The basic hop that covers short gaps. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Simulated chain physics | The chain is a real physics object, not a leash with a fixed radius. |
How to Play The Anchor
The Anchor focuses on a balanced approach to content.
Why this build works: Standard jump does the damage and Simulated chain physics keeps it running, which is why this sits at the top of the list. See our weapons guide for detailed equipment breakdowns.
Pros:
- Highest overall performance
- Straightforward gearing path
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
A-Tier: The Jumper
The Jumper is a strong option in Chained Together.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Long jump | The running jump that covers real distance. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Shared fall punishment | Because everyone is attached, a fall drags the whole group down with you. |
How to Play The Jumper
The Jumper focuses on a balanced approach to content.
Why this build works: Pair Long jump with Shared fall punishment and the build stops depending on a good start, so it holds up across most content. See our weapons guide for detailed equipment breakdowns.
Pros:
- Most versatile option
- Straightforward gearing path
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
A-Tier: The Caller
The Caller is a strong option in Chained Together.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Chain swing | Using the chain as a pendulum by anchoring one player and swinging the other. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Height gated zones | The 10 sections appear based on your altitude rather than through doors, spaced roughly every 400 to 500 metres. |
How to Play The Caller
The Caller focuses on a balanced approach to content.
Why this build works: Height gated zones covers the gap Chain swing leaves open, so the build stays usable even when a fight goes badly. See our weapons guide for detailed equipment breakdowns.
Pros:
- Best survivability
- Straightforward gearing path
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Solo Climber
Solo Climber is a specialized option in Chained Together.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Launcher catapult | Catapults placed in later zones that fling players upward. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Three difficulty modes | Normal has no checkpoints and full difficulty. |
How to Play Solo Climber
Solo Climber focuses on a balanced approach to content.
Why this build works: This one leans on Three difficulty modes rather than raw numbers, and Launcher catapult is what makes that trade pay off. See our weapons guide for detailed equipment breakdowns.
Pros:
- Strong in group/team content
- Straightforward gearing path
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
A-Tier: The Fourth Weight
The Fourth Weight is a specialized option in Chained Together.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Partner drag | Deliberately using your own weight to pull a teammate across a gap they cannot jump. |
| Core Gear | Best available for your level | Maximizes build potential |
| Stat Priority | Balanced offensive and defensive stats | Optimal scaling |
| Key Mechanic | Launchers and swing points | Later zones add catapult launchers and grab points that fling the group upward. |
How to Play The Fourth Weight
The Fourth Weight focuses on a balanced approach to content.
Why this build works: Partner drag and Launchers and swing points pull in the same direction here, which separates this from the safer picks above. See our weapons guide for detailed equipment breakdowns.
Pros:
- Unique, rewarding playstyle
- Straightforward gearing path
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with The Jumper: the most forgiving option for learning the game
- Transition to The Anchor once you understand core mechanics and have access to Standard jump
- Keep a The Caller setup for content that keeps killing you
- Try The Fourth Weight for a fresh experience once you've mastered the basics
Follow our walkthrough for the optimal progression path through each area.
Gearing Tips
- Invest in your primary equipment first, since it gives the biggest power spike. See our weapons guide for rankings.
- The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600. Knowing which zone you are in tells you roughly how far you have left.
- Beginner mode's three checkpoints sit near heights 576 in The Whispering Vault, 1,675 in The Harbor and 2,757 in The Deities. Nothing else in the game saves your progress.
- Don't spread upgrade resources across multiple builds until endgame
More Chained Together Guides
- Chained Together Chained Together Overview
- Chained Together Tier List
- Chained Together Walkthrough
- Chained Together Beginner's Guide
- Chained Together Tips & Tricks
- Chained Together Weapons Guide
- Chained Together Combat Guide
- Chained Together Boss Guide
- Chained Together Maps & Locations
- Chained Together Crafting Guide
- Chained Together Classes & Characters
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