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.
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.
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.
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.
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.
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.
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.
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.
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.
| Button / Option | What It Does |
|---|---|
| Copy Code | Copies the connection code to your clipboard to share with friends. |
| TCP: ON / OFF | Toggles between PeerJS (WebRTC) and TCP Direct Connect. Use TCP if PeerJS fails. TCP exposes your IP address. |
| Start Game | Starts the game session once all players are in the lobby. |
| ForceStart | Starts the game even if not all expected players have connected. |
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.
| Option | Default | Description |
|---|---|---|
syncSaves | true | Whether save events are broadcast to clients. |
sharedAffinity | false | Whether affinity/relationship values are shared across all players. |