Multiplayer Mod

The Fear & Hunger Multiplayer Mod transforms the solo horror RPG into a cooperative (or competitive) experience for 2 or more players over the internet or a local network. One player acts as the Host and all others connect as Clients. The host's game is the authoritative game state; the mod synchronises enemies, inventory, events, saves, and player positions in real time.

For connection troubleshooting, firewall setup, and networking details see the FAQ / Common Issues page.


Quick Start

Hosting a Game

  1. From the main title screen, click Multiplayer.
  2. Type your username in the field at the top.
  3. Click Host A Game.
  4. Configure your lobby settings (player count, TCP toggle, difficulty options) and click Start Hosting.
  5. Your Connection Code will appear. Click Copy Code and share it with your friends via Discord, chat, etc.
  6. Wait for players to appear in the lobby list, then click Start Game.
  7. Choose New Game or Load Game to begin.

Joining a Game

  1. From the main title screen, click Multiplayer.
  2. Type your username.
  3. Click Join A Game.
  4. Paste the Connection Code into the Connection Key field (not the username field) and press Enter.
  5. Wait to be connected. Once in the lobby, wait for the host to click Start Game.

Features

Real-Time Enemy Synchronisation

All enemies in an encounter are synchronised across all players. HP values, status effects, death state, and targeting are kept in sync so every player sees the same battle. The host is authoritative — the host's game calculates enemy decisions and broadcasts the results.

Difficulty Scaling

Enemy HP is automatically scaled based on how many players are in the session. With two players enemies are tougher than solo, with four they are tougher still. The scaling is configurable (see Difficulty Modes). Healing Whispers and other balance factors are scaled proportionally as well.

Shared World & Events

Map events, NPC movements, game variables, and switches are synchronised so all players see the same world state. Items dropped on the map appear for all players. Events triggered by one player update for all players.

Inventory & Equipment Sync

When a player picks up an item, equips or unequips gear, or loses an item, the change is broadcast to all clients so the shared party inventory stays consistent.

Spectate Mode

When a player dies, instead of seeing a Game Over screen they enter Spectate Mode. As a ghost, they can watch the remaining players continue the run. If all players die the game over sequence plays normally.

Save Synchronisation

When the host saves the game, a save event is emitted to all clients so they know the game state has been committed. Only the host's save file is the canonical game state.

Battle Auto-Backup

The mod automatically creates save snapshots before and after every battle. These can be recovered from the multiplayer menu if a crash or desync occurs. See the Battle Auto-Backup page for full details.

Reconnection

If a client disconnects mid-session, they can attempt to reconnect using the Join menu with the same connection code. The host can also configure whether mid-game joins are allowed.


Host Menu Reference

Button / Option What It Does
Copy CodeCopies the connection code to your clipboard to share with friends.
TCP: ON / OFFToggles between PeerJS (WebRTC) and TCP Direct Connect. Use TCP if PeerJS fails. TCP exposes your IP address.
Start GameStarts the game session once all players are in the lobby.
ForceStartStarts the game even if not all expected players have connected.

Configuration

The multiplayer mod reads configuration values that the host sets and distributes to all clients when a session starts. Gameplay-critical settings (like difficulty multipliers) are locked on the host and cannot be changed by clients, ensuring a consistent experience.

Key Config Options

Option Default Description
syncSavestrueWhether save events are broadcast to clients.
sharedAffinityfalseWhether affinity/relationship values are shared across all players.

Known Limitations