Online co-op with a room code. Play as two over the network, each with your own ship and your own progress, both seeing the same world at the same time.
- Main menu → Online Co-op: the host opens a room and gets a four-digit code; the guest enters it. The host picks Orbit or Arcade and the difficulty as usual; in the loadout screen, the guest shows up as player 2. It starts once both are ready. The connection stays open after the flight, so the next flight doesn’t need a new code.
- Your own ship, your own progress: the guest brings their own hangar upgrades, paths, talents and ship level — ship 2 uses its own stats, not the host’s. Ions and ship XP earned during the flight go into the guest’s own save. The run itself (wave, boons, skill points) is shared, just like in local co-op.
- Under the hood: the host simulates the world and sends what’s changed 20 times a second; the guest renders it with its own graphics settings and keeps extrapolating movement until the next update arrives. Particle effects (sparks, embers, smoke, fire) are generated locally by the guest. Roughly 0.75 Mbit/s during combat. The connection runs directly between the two browsers (WebRTC); a small relay service only helps the two sides find each other.
- If the connection drops, the host keeps flying solo (“Co-op partner disconnected”).
- The guest hears the host’s sounds; Esc leaves co-op.
- Not yet there: boon selection is host-only for now (the guest sees “The host is choosing a boon”), no prediction for the guest’s own ship (it reacts with actual connection latency), no co-op in Track mode, and no fallback relay for networks that block a direct connection.