Co-op was written and tested for two players on one machine. Your first
3-player sessions found everything that assumption broke, and chasing those
bugs uncovered a leaderboard that had been quietly lying to everyone. Both are
rebuilt.
Co-op
- Squads of 3 and 4 genuinely work now. Everyone gets a body on
everyone's screen, is hunted by the swarm, and counts when the run ends. - Spectate your squad when you go down, and switch between teammates.
- Bosses scale with squad size: double health in duo, triple in trio,
quadruple in a full squad. A boss tuned for one player was melting in seconds
under three. Expect a real fight again. - Reviving is possible: the zone is more than twice as wide, takes less
time, and you can watch your own rescue fill up from the floor. - Replay vote: everyone lands on the end screen, RETRY is a vote, the
run restarts once the squad is ready. - Auto-start: no more LAUNCH button. Everyone ready, 3-2-1, go.
Leaderboards
- One board per format: SOLO, DUO, TRIO and SQUAD each rank separately.
They used to share a single co-op board, and since Steam keeps one score per
player per board, your best duo permanently blocked your trio and squad runs
from ever being published. They were rejected in silence. - Every name on a co-op entry, and every player is ranked, not just
whoever hosted. One run, one line, with the whole team on it. - Your real world rank: "TOP 1% IN DUO · #456 / 122230", straight from
Steam. Every member of a team is shown the same placement. - NEW PERSONAL BEST when you beat your own record.
- Your own line is pinned under the top 10 when you are not in it.
- End-of-run scoreboard: kills, points, top speed, airtime, downs and
revives, one line per player, best in each column highlighted. Who carried, who
surfed, who spent the run on the floor. Solo gets it too.
Fixed
- Players invisible to each other, or 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.
- Enemies popped in and then teleported into place, and flashed white before
dying instead of just dying. - A teammate's rocket exploded with a completely different effect from your
own. - One player dying could end the run for everyone. One player leaving kicked
the whole squad to the menu. - Pausing did not reliably reach the squad, and the end screen's buttons could
stop responding entirely. - The end screen announced a rank by guessing where your score would sit,
without checking it had ever reached Steam. It could declare a personal best for
a run that existed nowhere. It now reports only what Steam confirms, and when
there is no rank it tells you why. - Duplicated scores, a single co-op run creating several entries, and
standings that mixed the global board with your own local history, so every
player saw a different ranking. - The game now mutes itself when you alt-tab.
Names of players you have never met load in a moment after the board appears.
That is Steam fetching them, not the game stalling.
Thanks to everyone who played the broken version and told me exactly what they
saw. Half of these were found from your descriptions alone.
GL out there. Bring a friend. Or three.