Crawlspace2MP
Adds online multiplayer support to Crawlspace 2
| Date uploaded | 6 days ago |
| Version | 2.0.0 |
| Download link | Bub-Crawlspace2MP-2.0.0.zip |
| Downloads | 29 |
| Dependency string | Bub-Crawlspace2MP-2.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2304README
Crawlspace 2 Multiplayer
Online co-op for Crawlspace 2. Play through the game with friends using Steam networking. Supports up to 10 players.
Features
- World-space VR multiplayer panel (host, join, invite, lobby codes)
- Proximity voice chat (Steam Voice)
- Real-time player sync (head, hands, body)
- Puzzle sync with per-player batteries
- Monster sync (Henry, Harold, Clown, Paintings)
- Ghost spectator mode on death
- Minimap indicators for all players
- Night progression saves for everyone
- Host migration on disconnect
How to Play
- Install BepInEx 5
- Drop mod files into the correct folders
- Launch through Steam
- Complete Night 0 (tutorial) solo first
- Host a game or join a friend from the VR panel
All players need the same mod version.
Custom game modes
Crawlspace2MP exposes a game mode API for BepInEx add-ons. Modes register in code and the host selects them from the session rules panel. Each player needs a compatible mode add-on installed. See the Custom game modes section in the project README for requirements, callbacks, and a code example.
Voice Chat
Steam Voice with proximity-based 3D audio. Toggle from the multiplayer panel.
Bug Reports
Enable VerboseLogging in BepInEx/config/com.crawlspace2.multiplayer.cfg, reproduce the issue, and share BepInEx/LogOutput.log.
CHANGELOG
Changelog
[2.0.0]
Multiplayer and reliability
- Expand lobby support to 10 players, with host migration, safer packet validation, version checks, and more reliable player and monster state synchronization.
- Improve monster, painting, battery, vent, and voice cleanup when players disconnect, die, or change scenes.
- Fix multiplayer ghost and spectator behavior, including keeping a surviving host from being stranded as a spectator after the rest of the party dies.
- Add a public API for custom multiplayer game modes, including host-selected modes and synchronized mode messages.
Lobby and session options
- Add adjustable lobby capacity, friends-only or invite-only access, and a door-based ready check.
- Add session settings for team exit charging, individual Henrys, Gauntlet rules, and ghost voice access.
- In team exit mode, each living player charges their share; shares are recalculated when someone dies or leaves.
- Add Gauntlet with selectable wipe rules. Gauntlet progress is session-only, preserves campaign saves, and returns the group to Home after a wipe.
- Synchronize night starts and exits for everyone, including the game's fade and door sound.
Voice chat
- Add microphone volume controls up to 200% and received voice gain controls up to +12 dB, with soft peak limiting.
- Add a host-controlled ghost voice option: everyone can hear ghosts, or only ghosts can hear them.
- Improve voice cleanup and reduce repetitive audio and font warnings in the log.
Entities, gameplay, and progression
- Make ghost visibility follow what living players can see, including entities and changed paintings.
- Add individually owned Henrys that are visible to everyone and can attack living players; improve their movement and effects synchronization.
- Improve shared death jumpscares under the Gauntlet rule where one death wipes the group.
- Fix low-power dark ambience continuing for ghosts and limit Smile's spawn distance.
- Improve campaign progression, puzzle, battery, exit-door, and spectator handling across multiplayer sessions.
Interface and maintenance
- Redesign the multiplayer interface
- Add player-count, privacy, and ready status to the lobby, and improve the ready-up indicator and door interaction.
- Improve microphone device-name display, friend list layout, button hover states, panel transparency, and version label placement.
- Make routine diagnostics opt-in, reduce repeated log noise, improve tracking-reference recovery, and reorganize synchronization and patch code.