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Review of Tools Up! on PlayStation 4

by Max Rathon Max Rathon photo Dec 2019
Cover image of Tools Up! on PS4
Gamefings Score: 7/10
Platform: PS4 PS4 logo
Released: 03 Dec 2019
Genre: Action (Local Co-op / Party)
Developer: The Knights of Unity
Publisher: All in! Games SA

Introduction

Tools Up! is a frenetic local co-op party game about renovating apartments on a strict timetable. Developed by The Knights of Unity in Unity and published by All in! Games SA, it launched across PlayStation 4, Switch, Xbox One and PC in December 2019. The premise is delightfully simple: you and up to three friends play as home renovators who paint walls, move furniture, mop up paint disasters and try not to trigger the wrath of the absent owners. The design leans hard into chaos-as-fun, with short, objective-driven levels and a scoring system that rewards speed, coordination and the occasional sacrificial teammate. Critics' reception was mixed - the PS4 version scored around 72/100 on Metacritic while Switch and Xbox One versions rested closer to 62/100 - but the game's technical profile is where it becomes interesting: a Unity-built local multiplayer experience that chooses immediacy and tactile interactions over online connectivity and deep systems. This review focuses on those technical decisions and how they shape the player's experience on PS4.

Gameplay

At the mechanical core Tools Up! is a systems-interaction toybox. Tasks are atomic and explicit: paint swatches must be applied, furniture needs to be relocated, stains must be cleaned, and decorative items put in place. Those tasks are time-limited and staged into two modes: Campaign and Party, both tuned for same-screen co-op up to four players. From a technical perspective the game is an exercise in stateful object management on a single client instance. Every interactable item carries an explicit state machine - clean/dirty, painted/unpainted, placed/misplaced - and the game relies on instant, predictable state transitions when a player performs an action. That predictability is crucial for coordination; when multiple players converge on the same object the game has to arbitrate inputs cleanly to avoid janky duplicate actions or desynced animations. Tools Up! mostly nails this: grab, pull, place sequences feel responsive and deterministic, which is exactly what a local party game needs. Input mapping and player differentiation are sensible for couch co-op. The UI clearly maps actions to buttons and handles four simultaneous controllers without a fight, which sounds mundane but is a surprisingly common source of bugs in indie couch co-op titles. The choice to avoid online multiplayer simplifies a lot of the engineering: no netcode, no latency compensation, no rollback prediction. The price of that simplicity is obvious in criticism - reviewers and players noted the absence of online modes - but the technical payoff is a polished single-client experience with tight input-response loops. Level design emphasizes spatial constraints that force player choreography. Smaller apartments act as micro-arenas where pathfinding is trivial (players physically move bodies, there's no AI to dodge) but collision and physics interactions become central. The game relies on rudimentary physics for moving furniture and for objects that can be knocked over; those interactions are lightweight and deterministic rather than simulation-heavy, which keeps a stable frame of reference even when chaos erupts. The timer and scoring systems are lean and transparent: complete the checklist, earn stars, move on. This clarity makes the learning curve shallow and the skill ceiling focused on teamwork rather than mechanical mastery. Where technical ambition falls short is in feature scope. The absence of an online mode is the most obvious omission; Le Soir pointed this out as an Achilles heel, and it's a defensible critique. From a development standpoint adding online play to a stateful, physics-interactive party game is nontrivial - latency makes object ownership, authoritative state updates and conflict resolution complicated. The Knights of Unity opted for polish in local co-op over the complexity of networked multiplayer, which produces a stable experience but limits longevity and audience reach. Combined with reportedly simplistic gameplay loops, this technical conservatism results in a game that plays great in short bursts but struggles to sustain a long-term meta.

Graphics

Graphically Tools Up! opts for a colorful, cartoony aesthetic with readable silhouettes and high-contrast palettes that suit the frantic gameplay. Running on Unity, the art pipeline prioritizes clarity and low visual noise - an important choice when four players and dozens of interactive props share a single screen. Asset sets are modular and reused across apartments, which helps memory management and reduces draw-call variety; again, not flashy but technically smart for mid-tier hardware. The UI and HUD are unobtrusive yet informative, with clear timers, task lists and player indicators that keep cognitive overhead low during hectic moments. Because the design targets local multiplayer, rendering choices appear conservative: textures and shader complexity are modest, animations are punchy but limited in blend-tree complexity, and visual effects are functional rather than elaborate. These trade-offs help maintain consistent performance and ensure the experience remains readable when it matters most. Presentation could benefit from more polish in small places - feedback loops for successful actions, more varied environment props, and richer transitional animations - and some critics described the overall package as needing "more polish." Those are legitimate notes, but technically the title makes pragmatic choices that prioritize clarity and frame stability over graphical spectacle.

Conclusion

Tools Up! is an instructive example of deliberate technical trade-offs. By building in Unity and focusing on a single-client, local multiplayer architecture, The Knights of Unity delivered a responsive, deterministic experience where player inputs map cleanly to world states and chaotic moments remain comprehensible. The result is a fun, immediate party game that shines in living-room sessions with friends. The downside is a lack of online modes and limited long-term depth; the game's relatively simple systems and reuse of assets mean that the novelty fades faster than in deeper co-op titles. Critical reception reflects that balance: generally enjoyable but mixed on replay value and polish, with Metacritic placing the PS4 build higher than other platforms. If you want a low-latency, technically robust couch co-op romp built for short rounds and loud laughter, Tools Up! is worth your time. If your social circle is remote or you crave mechanical depth and online matchmaking, this one's going to look like a well-built party trick rather than a full toolbox.

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