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Multiplayer guide

Co-op planning, roles, and troubleshooting

Coordinate party jobs, rewards, and version checks so a multiplayer run does not become several isolated solo decks.

v0.107.1 main · v0.108.0 beta notes · 2026-07-13
1

Before the run

  • Confirm branch version first. If mods are enabled, every player should match the same gameplay-affecting mod list and versions.
  • Assign broad responsibilities—front-loaded damage, mitigation, scaling, and support—without forcing one player into a deck that cannot survive alone.
  • Agree on how the party resolves route votes, shop spending, and rare support cards before a timed decision appears.
2

Draft for the party

  • A support card is good when it creates more total value than the personal card you skipped and can be played on the turn it matters.
  • Avoid duplicating slow setup across every player. At least one deck should solve early damage while another covers long-fight scaling.
  • Track shared breakpoints: enemy Block, phase changes, Artifact stripping, and who can safely spend energy helping an ally.
3

Two-player difficulty

  • Two decks provide fewer overlapping answers than a full party, so avoid both players taking narrow engines with the same weak setup turn.
  • The v0.108.0 Beta reduces two-player enemy Block scaling; do not assume the same breakpoints on v0.107.1.
  • Prioritize redundancy in Weak, burst block, and boss damage rather than relying on one player to draw the only answer.
4

Troubleshooting order

  • Version mismatch: compare branch, game version, then the exact enabled mod list.
  • Modded progress appears missing: modded and unmodded saves are separate; Beta copies the unmodded save on first mod launch but does not merge future progress.
  • Repeated divergence: reproduce without gameplay mods before treating it as a base-game balance or connection issue.
Co-op planning, roles, and troubleshooting — STS2 Guide | STS2 Guide