All Machines Must Die · published
Thank you to everyone who played online and told us what felt off. This update rebuilds how co-op scales, adds a proper revive, lets you see what your friends are doing, and fixes the bugs that made online runs feel broken.
Co-op used to be far easier than solo, especially with a full crew: four players took a fraction of the damage a solo player takes and were about 9 levels ahead by minute 4. Now every player should feel roughly the same pressure as a solo run, whether you stick together or split up.
Every screen gets its own horde. Robots now spawn around each player, not just the host. Split up and each of you faces a full solo-sized horde; stick together and you share one bigger, tougher crowd that hits a little harder.
No more stolen hordes. Robots that drift away are only pulled back when they're far from everyone, so a friend who wanders off isn't left with an empty screen.
Levels cost more XP in co-op. Everyone draws from one shared XP pool and everyone gets a pick per level, so levels now cost more with a bigger crew.
Bosses scale with the crew. Boss health grows with the number of players instead of with the regular horde.
When a friend goes down, stand next to them and hold Interact (E / X) for 10 seconds to bring them back. You both stay still while you hold it, and letting go starts the revive over, so pick your moment.
Every teammate now has a name tag in their kid's color. When they're off screen, the tag waits on the edge of the screen, pointing at them with the distance.
A downed teammate gets a red, pulsing DOWN tag with the revive's progress, and a red ring pulses on the ground under them. The tag never hides, so you can always find them.
In co-op, a damage chart under your quests shows how much damage every player has dealt, updated live throughout the run.
The results screen now shows the whole crew's damage, plus a tab for each player: open one to see their gadgets (with the damage each one dealt) and their modules. When a run has a lot to show, the middle of the screen scrolls, so the title and the buttons always fit.
Everyone picks their upgrades at their own pace while the run keeps going. You can't be hurt while your cards are open, and you shimmer so the crew knows you're choosing.
A small card shows who is still choosing. After 20 seconds a card is picked for you.
Opening the pause menu or alt-tabbing no longer stops the game for everyone.
New boss entrance mini-cutscenes for all bosses.
Skipping a cutscene online is now a vote: the scene shows how many players want to skip (SKIP: 1/2) and ends for everyone once the whole crew agrees. Cutscenes also stay in sync between players.
Fixed online friends becoming immune to damage after the first hit they took.
Fixed dodges and the jetpack hop giving no invincibility to friends online.
Friends now see damage numbers and full hit feedback for their own gadgets and hits.
Fixed the results screen for friends showing 0 damage, or failing to appear.
Fixed cutscenes drifting out of sync between players, and the game camera flashing between two back-to-back cutscenes for friends.
Thanks for playing, and keep the feedback coming on our Discord! Please drop a Steam review if you haven't already, they help us shape out the best of the game for you guys.