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Co-op isn’t currently in our plans.
I can understand why doe
The enemy pathing is very basic and them having to keep track of 2+ players will add to the computational demand
Plus id imagine Sync issues would accur if one of the players system cant keep up with the sheer amount of stuff on screen
Exactly, not to mention just coming up with a networking backend for multiplay in and of itself is a monumental task usually done by someone specializing in exactly that. That's why many indie games you see only include couch co-op and are specifically designed to be that from the ground up.
I've had countless experiences with having to explain this to managers or clients over the years myself; sometimes people think you can just flip a switch and turn a single player concept into multiplayer or a desktop/VR experience into the other one.