Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Assuming this is correct
It usually isn't worth it for any game to have online added after a full finished release.
Ideally, they'd want to appeal to everyone they can, but it just isn't always feasible. Which is likely why they say they want to add it, rather than they're actively restructuring for it.
Netcode is huge, expensive, time-consuming, unreliable, and overall one real bad mother to get right. There's a reason why you only ever see multiplayer modes in either tiny games specifically designed for peer-to-peer connection, or enormous big-budget titles that can afford to have a ton of servers active 24/7.
And since I mentioned it, peer-to-peer connection is too unreliable for a game that needs as much precision as Cuphead. Lag-teleporting into already-dodged bullets wouldn't be fun.