Multiplayer is the most requested feature and the hardest thing we're building. The dream is simple: drop several players into one county, show them the same scrap, and let them haul together. Getting there means solving a stack of networking problems, and this update is an honest status check on each one.
What's working
- Hosted sessions come up. We can spin up a shared world and get players into it, and the site's live status indicator reflects when the shared server is online.
- Players see each other. Movement sync is functional — you can watch other testers drive and scrap in the same world.
- The core loop survives contact. Collecting, loading, and selling still work with others present.
What's rough
- Movement smoothness can stutter under load; we're improving interpolation.
- Vehicle and cargo sync is the trickiest piece — a bed full of physics objects is a lot to keep consistent across clients.
- Shared scrap spawning needs to stay identical for everyone; edge cases still slip through.
- Reconnects after a drop aren't as graceful as we want yet.
- Voice chat is early and will change.
What's next
Our near-term focus is the sync trio — movement, vehicles, and shared scrap — because those three decide whether a session feels like one world or several overlapping ones. After that: cleaner joins and reconnects, then steady stability work. The Roadmap keeps the bigger picture up to date.
How testers make the biggest difference
Multiplayer bugs are often about context: how many players, who was hosting, what everyone was doing. If you hit a desync, jot those details and grab a clip if you can. Send it via Support. The Multiplayer Guide has a full reporting checklist and some etiquette for shared worlds.