What works.
What needs work.
An experimental beta, with selected scenes tested. A complete start-to-finish co-op campaign is still unverified.
The useful starting point
Joining, exploring, combat and conversations have been exercised on two real game copies in the early game and selected later scenes. Eight copies on one PC have travelled and fought together. Those checks do not establish campaign reliability on eight separate PCs.
Begin with two players, matching game mods, matching co-op versions and backed-up saves. Independent-PC installs, external networking and ordinary-player repeat testing remain release gates.
Implemented, with limits
| Area | What to expect |
|---|---|
| Joining and characters | In-game hosting and connecting, separate characters and persistent personal inventories. Independent-PC combinations still require wider validation. |
| Travel and combat | Shared travel, enemies and combat state. Not every fight, story transition or larger group has been checked. |
| Conversations | One conversation at a time; the initiating player controls replies. Dialogue presentation, skipping and some equipment-menu interactions need ordinary in-game retesting. |
| Companions | The host controls party selection and companion equipment. Companion behavior and reported Trask issues need further ordinary-player confirmation. |
| Inventory and loot | Personal backpacks/credits by default; quest items are shared. Container responsiveness and edge cases need more testing. |
| Save and recovery | Co-op saves, automatic rejoin and controlled crash recovery have been exercised. Unsaved progress can be lost; recovery is not guaranteed for every failure. |
| Internet play | May require forwarding or a tunnel. No built-in relay, and automatic port opening is unreliable on the tested connection. |
| GOG / Steam | Target game installations. Steam invitations are an optional, separately validated feature; direct connection is the baseline. |
Deliberate boundaries
- The host leads party selection and major travel decisions.
- Minigames have a single active player while others wait.
- KOTOR 2 is unsupported.
- The tested game presentation uses 800×600. Do not assume widescreen mod combinations are supported.
- Windows is the player target. Linux packaging experiments do not establish Linux gameplay support.
Still to prove
- A complete natural two-player campaign through an ending.
- Long ordinary sessions, repeated save/load cycles and independent-PC recovery.
- Wider player counts across the campaign, rather than selected test scenes.
- Full compatibility with third-party story/content mods.
- Fresh ordinary-player confirmation of dialogue, companion, container and save-input fixes.
Use each release's notes for changes and known issues specific to that package.