Devlog #2 — First Steps Into Multiplayer


Devlog #2 — First Steps Into Multiplayer

In the previous devlog I talked about the story behind The Beyond 37 — a vanished train, a mysterious crossing, and a world that doesn’t follow the rules we know. This time, I want to share a first look at something very different: the technical foundation that makes the game playable, alone or together.

From the very beginning I decided to prepare for co-op multiplayer. It’s optional — you can experience the entire game solo — but supporting multiple players changes how every system is designed, so it made sense to start here.


What already works

Host + companions

One player hosts the session; up to three others can join as clients.

Real-time syncing

Everything that matters stays in sync: movement, rotation, HP, and core stats. When something changes, everyone sees it.

Explore separately

Marked exits let players enter different areas simultaneously; level, entry, position, and state stay synced for seamless regroup.

One source of truth

Key game data is tracked centrally so the world stays consistent, no matter who triggers an action — or where they are.


This is the backbone that future systems will lean on — quests, combat, crafting, progression. Without a solid shared world, those pieces wouldn’t feel connected and alive.

It’s still early. The build uses placeholder visuals, but the essentials are working: players join, actions stay in sync, and the world remains consistent. The short clip below shows it in action.

Multiplayer demo gif — click to watch full video on YouTube

Two players split into different areas; entry, position and state stay in sync.

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