Co-Op Devlog: Solid Progress, System Fixes and One Step Closer
[p]Hey Martians! ????[/p][p]Our internal Co-Op testing is steadily moving forward, and we’re excited to share the progress with you. While developing multiplayer for a complex sandbox like Occupy Mars is no small feat, we’re seeing real momentum — and this build brings us another big step closer to public testing.[/p]???? Key Systems Polished in This Build
[p]This week’s internal update focused on stability, synchronization, and multiplayer logic across various systems. Here’s what we’ve improved:[/p][p]????️ Sleep system stability: We fixed many edge cases involving sleep mechanics — progress not triggering, incorrect max durations, interruptions caused by low oxygen/water despite having enough, and camera or UI issues during interactions.[/p][p]???? Save/load reliability: Improved spawn positions, inventory loading, session syncing, and addressed bugs with saves not overwriting properly.[/p][p]???? Cable & pipe syncing: Floating plugs, desynced cables, blocked interactions — now cleaned up and syncing correctly between host and clients.[/p][p]???? UI & interaction fixes: ESC/menu/board interactions work reliably again. No more getting stuck while configuring setups or trying to accept requests.[/p][p]???? Multiplayer connection stability: Better handling of joins, rejoins, and complex in-game actions like simultaneous saves or crash-recovery. More reliable all around![/p]???? Still in Progress
[p]We’re still fine-tuning a few of the trickier bugs:[/p]- [p]Plug and connector desyncs in very specific scenarios[/p][/*]
- [p]Rare disconnects when 3rd player joins or rejoins[/p][/*]
- [p]UI issues during rapid saving or loading by multiple players[/p][/*]