Co-op was built and tested for two players on one machine. Your first 3-player
sessions found everything that assumption broke. This update rebuilds it.
New
- Squads of 3 and 4: co-op is no longer a two-player system with extra
seats. Everyone gets a body on everyone's screen, is targeted by the swarm, and
counts when the run ends. - Replay vote: the end screen now appears for the whole squad, and
RETRY is a vote. The run restarts once everyone is ready. - Launch screen: joining players see a LAUNCHING state instead of being
dropped back on the main menu with no explanation. - Rescue gauge: when you are down, you can now see your revive filling
up, so you know someone is coming for you.
Improved
- Reviving: the revive zone is more than twice as wide and takes less
time. It was nearly impossible to hit at surf speed. - Teammate markers: larger, in the game's own typeface, one set per
teammate. Who is down, where they are, how far. - Leaving: one player returning to the menu no longer kicks the whole
squad out. The run continues.
Fixed
- Players could be invisible to each other, or stand frozen on a teammate's
screen while moving normally on their own. - Downed players left a ghost body behind, and the swarm kept attacking it
instead of turning on the living. - Enemies could spawn point-blank on a player the host was not tracking.
- Teammates' shots were invisible: the machine gun and precision rifle were
never sent over the network at all. - Your crosshair flashed hit markers for your teammate's shots.
- One player dying could end the run for everyone.
- Pausing did not reliably reach the whole squad, and the end screen's buttons
could stop responding entirely. - Leaderboard: duplicated scores, a single co-op run creating several entries,
and a rank on the end screen that did not match the leaderboard. - The game now mutes itself when you alt-tab.
GL out there. Bring a friend. Or two.