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Devlog #3 — Co-op Progress Update: Making It Truly Cooperative
Hey everyone!

I wanted to share a quick update on how co-op multiplayer is evolving in Duelo — and things are progressing really well.

From Shared HP… to Fully Shared Boss State

In the previous devlog, I talked about a simpler approach to co-op:

  • Each player fights the boss in their own instance
  • Only the boss’s health is synchronized

That was the plan. But as development moved forward… things got more interesting.

I’ve taken it a step further:

Now, all boss stats are fully synchronized across all players.

This means:

  • Any action performed on the boss is shared
  • All Stat Modification, Auras and Curses are synchronized in real time
  • Every player sees the same state of the boss

Real Cooperative Synergy

This change makes a huge difference in how co-op feels.

For example:

  • A player running a Bludgeoning damage build manages to stun the boss
  • That stun is now applied globally
  • All players can take advantage of that window

Suddenly, you're not just fighting “alongside” others… You’re actually working together.

This pushes Duelo closer to the original fantasy:

A true cooperative experience where builds complement each other

Scaling the Challenge

The current plan is to support up to 4 players in co-op.

And to keep things balanced (and challenging):

  • The more players in the lobby → the more mutators the boss will have

This ensures that:

  • More players = more power
  • But also = more difficulty

So coordination and build synergy will matter even more.

About the Multiplayer Build

There’s an important technical note to share. Duelo’s multiplayer is currently being developed using:

  • Steamworks (via Facepunch)
  • Steam’s networking architecture

Because of this…

It’s very likely that the co-op multiplayer build won’t be released on itch.io

Instead, the plan is to release it as a demo on Steam.

This will allow for:

  • Better stability when testing online features
  • Easier matchmaking and lobby systems
  • A smoother overall multiplayer experience

What’s Next?

There’s still a lot to polish, but this is a big step forward.

I’ve gone from a “parallel play” co-op idea to something that actually feels like:

Players influencing the same battle together

As always, I’d love to hear your thoughts.

Does this direction make the co-op more appealing to you?

- Eduardo M.