Multiplayer & Upcoming Changes
Greeting Hunters!
Just wanted to take a moment to thank all of you who have played the demo and given us feedback, both positive and constructive! We've gotten a much better idea about what people like about the game, what people expect, and some of the pain points.
We hear you, and we are prioritizing adressing pain points with the game as soon as possible. Before I get into what we have planned, here's a brief explainer on how to play multiplayer:
HOW TO PLAY MULTIPLAYER
Play -> Online Play -> Create a Room -> Create Room Through Steam -> select/create save slot Then, you can either:
- Make the room publicly discoverable, and your friends join that way
- Invite friends through Steam by opening the overlay (shift + tab)
Here is a short video showing you how to do this in-game:
We recognise that this is complicated and unintuitive, and are currently working on making multiplayer UX much simpler!
Addressing feedback
We really appreciate all of your feedback and are committed to making the game as good as it can be. We will be iterating on this demo build and adjusting based on the community response and how the game feels, so expect things to be shaken up from time to time as we figure out what works and what doesn't.
We've identified 3 main areas of improvement based on all of your feedback:
Clarity:
- Gameflow from menu to multiplayer lobby, ease of understanding
- Skipping cutscenes (skipping partial cutscenes)
- Tutorial Targeting Icons
- Player positions / outlines
- Hit effects for how much damage / Size Scaling for damage
- Starting a run from the hub, adding your build (passive)
Balancing:
- Currency doesn't matter, and shops feel weak, the buy choices don't impact the fun because builds are too fixed in short term
- Fearless isn't hectic enough, doesn't punish
- Easiest difficulty is a little too hard
- 1v2v3v4 player balance
Pacing:
- Replace landing sequences
- Reduce downtime that doesn't add anything (Planet system) a) Charge feels bad on melee, cancelling charges feels sad b) pressing ability forgiveness, let it queue up instead of cancelling charges, etc
- Overall pace of the combat is too slow
These are the areas we intend to look at for changes. Let us know if you feel like we are still missing something.
If you want to help us make the game better, or find others to play with, join the Nullpoint Protocol Discord server!
This announcement was originally published by Everbloom Games on Steam on Jan 30, 2026.
Open the original on Steam