Everything is Multiplayer
Two-player local co-op for Everything is Crab. Requires two gamepad controllers, with a shared camera, stock-style player UI, shared progression, and revives.
CHANGELOG
Changelog
0.7.0
- Add a stock-styled
CO-OPmain-menu option while keepingNEW RUNsingle-player. - Apply the game's current gameplay controller bindings to both players, including controller rebindings.
- Preserve the stock progression and encounter HUD while adding compact stock-style health and ability UI for each player.
- Extend automated playtesting to cover menu routing, live rebinding, stock UI reuse, independent health display, interactions, combat ownership, death handoff, and revives.
0.6.8
- Keep mushroom effects on the player who ate the mushroom.
- Stop player one immediately when their movement stick is released, even while player two keeps moving.
0.6.7
- Bind player-two interaction to the west face button (Xbox X) and support focused world interactables, including burrows and mushrooms.
- Let either player be revived from a level-up screen for a configurable DNA cost and health fraction.
- Preserve shared progression and independent attack, dash, charm, food, label, and input ownership when player one is revived.
0.6.6
- Add player-two burrow entry and exit on the south face button.
- Keep attack-slot and dash cooldown state independent for both players as abilities and mutations change.
- Update player two's visual scale when size stats change.
- Add a configurable
P1world label alongside the existingP2label.
0.6.5
- Isolate player-one and player-two right-stick aim so each controller independently drives its own indicator and weapon direction.
0.6.4
- Fix player-two gamepad attacks so the right-stick vector is converted into the weapon's applied direction before every attack, including delayed and evolved attack launches.
0.6.3
- Give player two independent control of their aim indicator and route non-right attack directions correctly through evolved attack ownership.
- Prevent player-owned attacks and projectiles from damaging their owner while preserving the optional cross-player friendly-fire setting.
0.6.2
- Fix player two attacks and action slots so they use P2's controller input and right-stick aim independently from player one.
- Give player two a separately owned attack loadout, weapon state, and cooldown tracking across spawn, revival, and shared evolution changes.
0.6.1
- Rename the release assembly and packaged DLL to
Everything_is_Multiplayer.dll. - Require two gamepad controllers during normal play and move development-only settings behind
General.DebugMode. - Replace development and test documentation with a player-focused Thunderstore README.
0.6.0
- Center and expand the nighttime visibility mask around both living local players.
- Publish under the Thunderstore package name
Everything_is_Multiplayer. - Add a Thunderstore-ready 256x256 package icon and package validation.
- Add Thunderstore and manual installation guidance.
0.5.0
- Add P1/P2 death handoff, P2 revival from level-up screens, and continued P2 progression after P1 death.
- Add the multiplayer HUD replacement, shared camera enforcement, friendly-fire setting, charm ownership, and expanded debug harness checks.