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DYSPLACEDNewsDev Diary 8 - Online Multiplayer
Community

Dev Diary 8 - Online Multiplayer

DYSPLACED · published 29 Aug 2025, 08:37 UTC

All newsPlayers around this dateRead on Steam

Hello! It has been some time since we last spoke. Since then, we have been working on preparing content for the initial Early Access version. We have also conducted both internal and external testing on the content and have already been fixing issues found and changing features, mechanics, and content based on feedback. In short, we are moving forward, and the pace is getting faster by the day.

Today, however, we wanted to take a brief look at the online multiplayer aspect of the game. With our previous title, Dysmantle, we only had local co-op. With Steam Remote Play, you could play it "remotely" with your friends in some sense. Things will be radically different with Dysplaced as we've been building proper online multiplayer functionality over the past two years.

So we did what any developer with their own engine would and started developing networking and online capabilities from scratch. The end result is impressive and runs smoothly even at this stage. Now, I won't lie, it has taken a lot of sweat and tears to get to this point, but we can finally show off some multiplayer footage. You can find it below. This was a two-player session from which I captured the footage just this week.

Once a player has finished the intro sequence, they can initiate multiplayer from a campfire. You can either host a server or join another player's game. You will be able to use an existing character to enter another person's game. However, if you had a super high-level character and you joined a first-timers game, your damage output would get automatically lowered to match the highest available damage for the server. Damage limitation is to prevent any issues with game progression. While we have a vast world for you to explore, certain bottlenecks and checks must be encountered in a particular order by the players. We may make this an optional setting in the game for daredevils within the community, but this is something to consider for later.

Between bouts of adventuring, you can re-enact your favourite scenes from the "greatest anime betrayals of 2025" reel.

Regardless of whether you are playing single or multiplayer, you will go through the same handcrafted open world and story. The primary difference between single-player and multiplayer games is the number of enemies. Some enemies will only be spawned by the game when the number of players is above a certain amount. The multiplication of enemies doesn't mean that we have just copied and pasted them and called it a day; instead, these enemies can have their own patrol paths and vantage points from which to prey on the players. Most of the work we're doing will focus on two-player co-op, but we'll also try to adapt it for three- or four-player co-op as well.

Explosive barrels make a comeback and offer avenues to bash that pesky archer whose arrows you've had to dodge for the last few minutes.

Multiplayer will, of course, utilize Steam servers on the Steam version. There will be no "live service" component requiring a constant connection to our servers or anything similar. You host the server at your own leisure, and that's it.

We are still refining the options for connecting with other players. Currently, there are several options available: joining via Steam Friends, using a Game Code (a numeric code, similar to the one used on Switch), joining via a Steam lobby, joining a random (open) game, and direct IP. We're not 100% sure which methods will be available in the end. You can comment on your preferences in the comments - which way you prefer to connect to a friend's game?

Having a friend in tow can really speed up dismantling of buildings and gathering those rare materials.

So that's it. We will likely delve deeper into some of the technical details later on, but we wanted to provide this overview first. If there is something that has left you puzzled or sparked your curiosity in other ways, please ask in the comments, and we'll do our best to answer to the best of our ability. We're hoping to start testing the multiplayer component in the near future, but the exact date is still to be determined.

You can apply for a testing slot here:

https://mailchi.mp/10tons/dysplaced-testing-signup

Note: The testing slots are limited, so applying does not guarantee a testing slot, as there are already ~1,000 applicants.

Till next time!
-Haz

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