Posted April 07, 2026 by CrabCode
#v0.7.0
Crab1: Added multiplayer, sfx are still horrible.
AUTO
Hey cultivators!
Big update. This one's been brewing for a while and it's the foundation for where Dao Rush is heading.
You'll notice a new button on the main menu. Online Co-op is here in early preview form -- you can create lobbies, invite friends, pick characters together, chat, and jump into runs as a group over the internet.
Fair warning: this is fresh. If you run into connection issues, desyncs, or weirdness, that's expected at this stage. We wanted to get it in your hands early rather than polish it behind closed doors for months. Local co-op is still the smoother experience for now.
What's in:
Not the flashy stuff, but it matters: the entire networking layer was rebuilt from scratch with a proper transport abstraction, host-authoritative sync for combat/shop/progression, and 1,962 automated tests keeping it all honest. A comprehensive code review caught and fixed 21 issues before this release, including several that would have caused hard-to-diagnose desyncs.
First music track is in (Bamboo Codex on the main menu) along with a batch of combat sound effects -- hits, slashes, dodges, and death sounds. Still early on the audio front but it's no longer silent.
Online co-op needs playtesting and polish. If you try it and hit issues, let us know -- that feedback shapes what we fix first.