Update 17 multiplayer and companion changes
NerveLabs reports improved online stability and alerts when either host or client disconnects. The patch also addresses missing Amphitheater ghosts after delayed co-op quest loading. These are specific developer-reported changes, not proof that every save, connection or quest-state issue has disappeared.
Companions no longer react to player crimes, and a case where dismissed companions failed to appear received a fix. This does not remove guards or the evidence-chest crime system, nor does it establish new party-size or cross-play rules. The separate host-world and guest-character model introduced in Update 16 remains the documented starting point.
Changed in Update 17
This page was compared with the official Update 17 announcement on September 25, 2026. The changes above are developer-reported; details requiring in-game testing remain explicitly unresolved.
Choices and consequences
The game's premise ties repaired or ruined lives to the Amphitheater audience. That supports consequence-focused play, but it does not publish a complete ending matrix or exact outcome table.
Quest progress in co-op
- Quests stay with the host world.
- Quest items stay host-side.
- Guest appearance, equipment, regular items, gold, skills and perks can persist to the selected character slot.
Verified quest desk
Use /quests for the five records that currently meet the archive's evidence threshold. Unverified coordinates, rewards and branching outcomes are deliberately omitted.
Evidence boundary
Exact values, requirements and edge cases stay marked as unverified until they can be checked in the current build.
A quest system built around resolution
The official description does not frame quests as a single chain of mandatory answers. Most are said to allow more than one resolution, with mercy, violence, compromise and deceit named as broad possibilities.
Those words describe a design philosophy, not four guaranteed branches in every quest. A later walkthrough will record only the outcomes that actually exist for that quest.
How choices reach the Amphitheater
Player choices can change what happens to the island's inhabitants. The phantoms they leave behind may then take seats in the Amphitheater audience, with kindness and abuse producing different results.
That makes consequence tracking especially valuable. It does not justify publishing an unverified ending chart or guessing which route is best.
Update 11 quest-state changes
Update 11 fixes co-op autosave not storing quest state. It also says Freg and Zan are now friends and no longer kill each other, the Dice entity grants its reward when talked down, and many dialogue lines were recut.
These are version-aware changes, not complete walkthroughs. The Dice note confirms that the talked-down reward now works, but it does not establish that this is the interaction's only resolution or publish a full quest route.
What the verified quest index will contain
Individual quest pages will be created only when the record is substantive. The archive will not invent a third outcome to make a decision table look symmetrical.
- The exact quest name and tested game version
- Where and how the quest begins
- Prerequisites and objectives
- Step-by-step actions observed in play
- Real choice points and their verified outcomes
- Rewards, missables and Amphitheater consequences when they exist