Couch co-op is now available in Orbit too.
The camera follows the midpoint. Alone, it follows your ship; with two players, the midpoint between both. If you fly apart, the view zooms out until both fit in frame with a margin — down to a minimum of .62, or everything gets tiny. From there, a tether holds you together at 1100 px: it gently pulls both ships toward each other instead of letting one fall out of frame. A downed ship no longer counts toward the midpoint, but a drifting wreck still does — otherwise the camera would wander away from your partner while you’re trying to salvage them.
The open system now accounts for two ships:
- Trading posts, signals and the Gate react to whichever ship is nearest. Whoever docks opens the station for both
- Enemies spawn around the midpoint instead of around player 1
- The ion storm hits each ship individually, and its eye follows the midpoint. With two players it no longer costs a life — it creates a wreck instead, which your partner can salvage
- The system map shows both ships in their colors, and detection range is measured from whichever ship is nearest
- Player 2 starts next to player 1 at the edge of the system
The Core’s pull affects both unchanged: the further in you are, the stronger it pulls.
Track stays without co-op for now: polarity and the beat jump are tied to exactly one ship there, which needs its own rule.