Devlog #100: Co-Op Beta Progress Update May🔧
Co-Op Devlog: Solid Progress, System Fixes and One Step Closer
[p]Hey Martians! 👋[/p][p]Our internal Co-Op testing is steadily moving forward, and we’re excited to share the progress with you. While developing multiplayer for a complex sandbox like Occupy Mars is no small feat, we’re seeing real momentum — and this build brings us another big step closer to public testing.[/p][h3]🔧 Key Systems Polished in This Build[/h3][p]This week’s internal update focused on stability, synchronization, and multiplayer logic across various systems. Here’s what we’ve improved:[/p][p]🛏️ Sleep system stability: We fixed many edge cases involving sleep mechanics — progress not triggering, incorrect max durations, interruptions caused by low oxygen/water despite having enough, and camera or UI issues during interactions.[/p][p]💾 Save/load reliability: Improved spawn positions, inventory loading, session syncing, and addressed bugs with saves not overwriting properly.[/p][p]🔌 Cable & pipe syncing: Floating plugs, desynced cables, blocked interactions — now cleaned up and syncing correctly between host and clients.[/p][p]🧰 UI & interaction fixes: ESC/menu/board interactions work reliably again. No more getting stuck while configuring setups or trying to accept requests.[/p][p]🌐 Multiplayer connection stability: Better handling of joins, rejoins, and complex in-game actions like simultaneous saves or crash-recovery. More reliable all around![/p][h3]🔧 Still in Progress[/h3][p]We’re still fine-tuning a few of the trickier bugs:[/p]- [p]Plug and connector desyncs in very specific scenarios[/p]
- [p]Rare disconnects when 3rd player joins or rejoins[/p]
- [p]UI issues during rapid saving or loading by multiple players[/p]