Hopl-Everything_is_Multiplayer icon

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-OP main-menu option while keeping NEW RUN single-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 P1 world label alongside the existing P2 label.

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.