DeadCellsCoopPlus is a community-maintained fork of Vaiser’s original Dead Cells Multiplayer Mod, built with the Dead Cells Core Modding API (DCCM).
This release keeps the stable v0.8.36 co-op fixes and gives the main-menu Play Multiplayer entry a soft blue highlight.
See CHANGELOG.md for the complete version history and SUBLEVEL_REWARD_DOOR_NOTES_v0.8.36.md for the latest transition fix.
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- Fixed normal biome transition crashes caused by invalid remote-player render state.
- Fixed timed and no-hit reward-room crashes through
ZDoorsublevel transitions. - Uses the current vanilla
Level.initpath for better compatibility with newer Dead Cells builds. - Includes hardened host-authoritative enemy synchronization and cleanup.
- Includes the newer Party HUD with player name, segmented health, and percentage display.
- Supports Steam P2P and direct TCP hosting/joining.
- Real-time synchronization between two players
- Local TCP or Steam P2P multiplayer
- Host/client architecture
- Automatic game start for connected clients
- Camera spectate controls with keyboard or gamepad
- Boss HP scaling and boss-rune synchronization
- Enemy movement, damage, attack, death, and despawn synchronization
- Remote weapon, head, skin, and cosmetic synchronization
- Death, downed-state, revive, and restart handling
- Level generation and transition synchronization
- Timed/no-hit reward-room transition protection
- Multiplayer save slots
- Party HUD for the remote player
- Dead Cells (PC)
- Dead Cells Core Modding API (DCCM)
- Steam, a local network, or a compatible virtual LAN for online TCP play
For the Steam version of Dead Cells, follow the official DCCM installation guide:
https://dead-cells-core-modding.github.io/docs/docs/tutorial/install-workshop/
Copy the built mod folder into:
Dead Cells/
└── coremod/
└── mods/
└── DeadCellsMultiplayerMod/
The installed folder should contain the compiled DLL, modinfo.json, and any required resource files produced by the project build.
Launch Dead Cells through DCCM. Configuration files are generated automatically on first launch.
- Start Dead Cells through DCCM on both computers.
- Open Play Multiplayer.
- The host chooses a Steam lobby or direct TCP host.
- The second player joins through Steam, lobby code, or the host address.
- Start a run after both players are connected.
Both players should use the same mod build. For v0.8.38, the game log should contain:
[NetMod] Source build: v0.8.38-sublevel-dive-combat-guard
- Prisoners’ Quarters to the passage area
- Passage forge and mutation area
- Timed reward door
- No-hit reward door
- Reward-room exit
- Passage to the next main biome
- Second-player remote character
- World and level generation synchronization
- Enemy and boss synchronization
- Boss HP scaling and boss-rune synchronization
- Death, revive, and restart synchronization
- Weapon, head, skin, and cosmetic synchronization
- Main biome transition crash protection
- Timed/no-hit reward-room transition protection
- Multiplayer saves and continue support
- Camera spectate mode
- Steam P2P connectivity
- Broader custom-mode support
Include both players’ logs whenever possible:
last_error.txt- the latest DCCM game log
- exact reproduction steps
- whether the crash happened on host, client, or both
- the source-build line printed during startup
- Original project and core multiplayer implementation: Vaiser /
vaiserYT - Dead Cells Core Modding API:
- Community contributors and testers who helped reproduce crashes, verify synchronization, and test transitions.
This project continues under the original MIT License. See LICENSE and NOTICE.md.