Devlog #103: Co-Op Beta - Playtest Launch & Changelog
[h2]🚀 First Co-op Beta Playtest Releasing to Players[/h2][p]After months of testing and iteration, we’ve reached a version of the co-op mode that, while not perfect, is stable enough to be shared with players. This marks a huge milestone for the project — and your feedback and bug reports have played a critical role in getting us here. Thank you.[/p][p]This release is available as a public_testing beta playtest, and we encourage all notified players interested in multiplayer to give it a try. It’s still a work-in-progress, but we believe it’s good enough to start real gameplay and stress testing.[/p][p]We are already working on a hotfix update that addresses some of the most urgent known issues. We’re also preparing the next version of the update with more content and deeper systemic changes.[/p][p]This build doesn’t include everything we originally planned — it’s a compromise between overall stability and the need to finally get co-op into your hands.[/p][p]Over the last two years, 1,510 co-op–related tickets have passed through our tracker — covering bugs, suggestions, and task implementations. What you see in this devlog is only a small slice of what separates the last public version from this current co-op beta.[/p][p]In parallel, we’ve also worked through a large number of general improvements unrelated to multiplayer — including crash handling, graphics quality, stability, performance and other foundational systems.[/p][p]Many of those additional tasks are still in progress. Some of the things we’re building now won’t be visible until a month, two, or three from now.[/p][p]Thank you for your trust, feedback, and ongoing support. Let’s keep pushing this mission forward — together.[/p][p][/p][p]The Occupy Mars Team[/p][p][/p][hr][/hr][p][/p][h2]🔧 How to Join and Host Co-Op Sessions[/h2][p]To access the Co-op Beta, you need to switch your game branch to public_testing on Steam. Important: If you haven’t previously signed up for the beta or participated in pre-EarlyAccess playtests, the co-op mode will not be working for you unless you sign up for the Occupy Mars: Co-Op Playtest button.[/p][p]How to activate the first co-op playtest:[/p]
- [p]Open Steam and go to your Library.[/p]
- [p]Make sure the product Occupy Mars: Co-Op Playtest is visible in your game library.[/p]
- [p]Right-click on the main game - Occupy Mars: The Game and select Properties.[/p]
- [p]In the left-hand menu, click the BETAS tab.[/p]
- [p]In the dropdown labeled “Select the beta you would like to opt into”, choose: public_testing - public testing version[/p]
- [p]Close the Properties window — Steam will automatically download the beta version.[/p]
- [p]Once updated, the game should display \[public_testing] next to the title in Steam.[/p]
- [p]Make sure you're online in Steam.[/p]
- [p]Try restarting the Steam client.[/p]
- [p]Wait for the next batch of playtest invites as we scale up and let more martians in.[/p]
- [p]Click Create Game. While most settings are currently locked, you can:[/p]
- [p]Choose the starting location.[/p]
- [p]Select a save to continue from.[/p]
- [p]Copy the join code to share with other players.[/p]
- [p]Use Search Game in the Multiplayer menu, or:[/p]
- [p]Choose Join Game and paste the lobby code provided by the host.[/p]
- [p]Kicking or banning players[/p]
- [p]Vote-to-kick system[/p]
- [p]Password-protected lobbies[/p]
- [p]Text or voice chat (chat is enabled in lobby only)[/p]
- [p]Custom game names[/p]
- [p]Weather events[/p]
- [p]Rover and Mars Truck[/p]
- [p]Some buildings and technologies[/p]
- [p]Antennas, drop events and pendrives[/p]
- [p]The lobby creator is the host. Host acts as the server. If the host quits without saving — and no other player saved — progress will be lost.[/p]
- [p]Any player can create a save, and you can resume the game from any previously saved co-op session from any player (not only from the host).[/p][p][/p]
- [p]Press Shift + Tab to open the Steam overlay.[/p]
- [p]Open a chat with the friend you want to invite.[/p]
- [p]Click the arrow near the message field and choose Invite to Game.[/p]
- [p]Alternatively, paste the session code directly into the chat.[/p]
- [p]Send log files to: [email protected][/p]
- [p]Logs are located at:
C:\\Users\\%USERNAME%\\AppData\\LocalLow\\PyramidGames\\OccupyMars\\Player.log[/p] - [p]Logs are overwritten with each game launch. Send them immediately after the issue, before restarting. If you forgot once, there's a copy of previous log in Player-prev.log file.[/p]
- [p]The game stores logs from the current and previous session.[/p]
- [p]Please identify which log is from the host (contains the most data) and which from the clients.[/p]
- [p]Logs are located at:
- [p]If the issue is tied to a save, attach it:[/p]
- [p]Save location:
C:\\Users\\%USERNAME%\\AppData\\LocalLow\\PyramidGames\\OccupyMars\\SaveData[/p] - [p]Zip the entire folder of the affected save and send it to the email above, along with a short description.[/p]
- [p]Save location:
- [p]Describe the issue clearly:[/p]
- [p]What happened? When?[/p]
- [p]What were the host and each player doing at the time?[/p]
- [p]Can the issue be reproduced?[/p]
- [p]Where to report:[/p]
- [p]Steam Community Co-Op Playtest Bugs & Issues [/p]
- [p]Discord Mars Coop Discussions[/p]
- [p]Email (recommended for anything that requires attachments) [email protected][/p]
- [p]Added dirty variants for Outpost decorations to enhance realism.[/p]
- [p]Added dust accumulation on loot found in Outposts.[/p]
- [p]Improved build bounds handling for interior structures.[/p]
- [p]Improved visual quality of weather effects.[/p]
- [p]Improved general responsiveness of in-game interactions.[/p]
- [p]Prepared additional models for interior and exterior decorations.[/p]
- [p]Added multiplayer online Co-op game mode[/p]
- [p]Implemented player inventory synchronization for improved stability.[/p]
- [p]Added new ID system to ensure consistent player handling in co-op sessions.[/p]
- [p]Introduced Playfab Party integration for a more reliable multiplayer backend.[/p]
- [p]Enabled connection status messages for players joining co-op sessions.[/p]
- [p]Added synchronization for oxygen usage from buildings, backpacks, and life support systems.[/p]
- [p]Enabled synchronization of bottle filling from control panels.[/p]
- [p]Integrated synchronization systems for the battery rack and heavy suit.[/p]
- [p]Implemented co-op support for centrifuge mechanics.[/p]
- [p]Deployed shared loot mechanics for co-op players.[/p]
- [p]Rolled out global loot spawning system for Outposts.[/p]
- [p]Introduced synchronization for cable animations.[/p]
- [p]Integrated unlock conditions for decorations and tech tree elements in co-op.[/p]
- [p]Introduced co-op version of the technology tree.[/p]
- [p]Enabled automatic decoration unlocks at co-op game start.[/p]
- [p]Developed enhanced authority management system for co-op sessions.[/p]
- [p]Added essential co-op information panel/pop-up for players.[/p]
- [p]Implemented new, more friendly UI for co-op and other game modes in the main menu.[/p]
- [p]Implemented handling for various network disconnection scenarios (e.g., cable unplug, router restart).[/p]
- [p]Added support for keyboard and gamepad navigation in the co-op lobby.[/p]
- [p]Introduced synchronization of avatars for non-friend players (WIP).[/p]
- [p]Applied refined design updates to sleeping panels.[/p]
- [p]Fixed problem with disappearing tracker’s colours.[/p]
- [p]Fixed issue where dust devils could affect the player even when inside a warehouse.[/p]
- [p]Fixed bug where assembling Rocket A Kit caused the player’s hand to become bugged.[/p]
- [p]Fixed miner allowing to unload resources into a container that was already full.[/p]
- [p]Fixed several crashes cases that occurred during game launch.[/p]
- [p]Optimized LODs and fixed missing materials in cracks.[/p]
- [p]Fixed issue with clothing items duplicating unexpectedly.[/p]
- [p]Fixed issue with double rock spawning caused by terrain generation system.[/p]
- [p]Fixed weather effects being visible while the player was inside.[/p]
- [p]Fixed issue with night vision not turning off properly.[/p]
- [p]Fixed missing home button on the tablet interface.[/p]
- [p]Fixed incorrect estimation of sleep duration.[/p]
- [p]Fixed edge case where player had access to night vision despite not unlocking it.[/p]
- [p]Fixed missing rock drilling particles from other players.[/p]
- [p]Fixed issue where some rocks lacked physics.[/p]
- [p]Removed small levitating object from the environment.[/p]
- [p]Fixed inventory box requiring double ESC press to close.[/p]
- [p]Fixed incorrect slot numbering for workshop structures.[/p]
- [p]Fixed missing black backpack in player customization.[/p]
- [p]Improved visibility of PCB parts on zoom screen.[/p]
- [p]Resource amount desynchronization (water, oxygen, electricity) may sometimes occur when players use tanks or batteries separately — especially when refilling suits manually from sockets. (We have a fix ready, but it affects core systems and requires extended testing.)[/p]
- [p]Players may still experience issues with joining, rejoining, being disconnected, kicked to lobby, or game crashing — both during game launch and active sessions.[/p]
- [p]Plant state issues during replanting — either by hand or using crates — especially when stacking previously separate plants. (Hotfix is ready and will be included in the first minipatch.)[/p]
- [p]Items may occasionally disappear from inventory boxes, refrigerators, or storages. (Likely fixed — patch coming in the first minipatch.)[/p]
- [p]In single-player mode, centrifuge only works while the player is actively looking at its panel. (Hotfix already prepared — included in the first minipatch.)[/p]
- [p]Some clients may load into the skybox or spawn far from the base after reconnect.[/p]
- [p]Rare cases of invisible or partially loaded player models.[/p]
- [p]Temperature, oxygen level, or UI indicators may desynchronize between players.[/p]
- [p]Differences in plant states between host and clients (e.g., wilted vs. healthy).[/p]
- [p]Character appearance may differ from selected setup (e.g., wrong hairstyle or color).[/p]
- [p]Deathboxes may appear under terrain or in unreachable locations.[/p]
- [p]Grinder or tool interactions may trigger "null" errors on certain objects.[/p]
- [p]Rejoining players may spawn hundreds of meters from the intended respawn point.[/p]
- [p]Shared use of fridges, printers, or panels can lead to UI glitches or lag.[/p]
- [p]Vehicle controls or camera may behave erratically in some situations.[/p]
- [p]In rare cases, players fall under the terrain, lose movement, or get stuck.[/p]
- [p]Lobby host may occasionally switch unexpectedly. (Rare)
- [/p]