The Lantern of the Laughless Saint Co-op Guide
The full game is officially listed for co-op play. Learn what that confirms, what a network connection is required for, and which details remain unknown.
The Lantern of the Laughless Saint is officially described as fully playable in co-op, including exploration, treasure hunting, and story choices. Online multiplayer requires a network connection.
What the official listing confirms
The Steam page lists these features:
- online co-op;
- local co-op and shared/split screen;
- Steam Remote Play Together;
- a single-player option;
- the ability to play the whole game together.
The store description also frames decisions as shared consequences. If your group chooses different outcomes, agree in advance on who makes final dialogue decisions.
What is not confirmed by those feature labels
The listing does not, by itself, establish:
- the maximum online party size;
- cross-play with future console versions;
- cross-save or shared progression rules;
- whether every quest state synchronizes identically;
- a guaranteed fix for a specific connection error.
Those points need current documentation, patch notes, or reproducible in-game evidence before this site turns them into instructions.
What the supplied videos report
The dedicated three-player playtest video is useful historical evidence, but it predates the current Early Access build. In that session:
- hosting crashed on one attempt and succeeded on a retry at 04:05–05:54;
- three players eventually appeared in the same session at 22:00–23:01;
- the group encountered friendly fire, inconsistent character or NPC state, and long-distance respawns during the dungeon run at 24:53–29:42.
A later 146γ playthrough also calls co-op fun in concept but buggy in that build. These reports justify preparing for friction; they do not establish a current party cap, permanent friendly-fire rule, or universal failure rate.
A safe co-op checklist
- Install the same current Steam build on every PC.
- Read the latest Steam patch notes before troubleshooting an older report.
- Confirm the host and joining players have stable Steam connectivity.
- Save before major quest choices so the group can recover from an unwanted outcome or desync.
- If a session breaks, capture the build version, host platform, player count, and exact error before reporting it in the official community channels.
- Treat old playtest workarounds as leads only. Re-test them on the current patch before sharing them as fixes.
Divide responsibilities before leaving town
Co-op becomes easier to reason about when every player is not changing the same variable at once. A simple first-session split is:
| Responsibility | Player task | What to share with the group |
|---|---|---|
| Host | Start the session and preserve the main save trail | Build version, save slot, invite result |
| Clue keeper | Record names, directions, landmarks, and quest choices | The exact clue wording before the group moves |
| State checker | Watch NPC state, inventory changes, and respawn position | The first point where clients disagree |
| Combat caller | Decide when to engage, retreat, or regroup | Whether friendly fire or targeting behaves differently |
This is an observation protocol, not a required party composition. A two-player group can combine roles; a larger group can rotate them.
A quest-choice protocol
The official pitch says decisions can affect characters and the eventual audience. Before a consequential conversation:
- regroup near the speaker;
- confirm that everyone has loaded the same visible state;
- let the clue keeper read the options aloud;
- agree who confirms the choice;
- pause afterward and verify that journal and NPC state match.
If clients disagree, stop making additional decisions. Save evidence of the first divergence rather than building three more quests on top of a desynchronized state.
What to capture in a useful bug report
- current game version and Steam branch;
- host operating system and whether the session is online, local, or Remote Play;
- number of players and who joined first;
- last action before the problem;
- exact error text, screenshot, or short clip;
- whether the problem persists after a clean restart;
- whether the save works in solo mode.
Avoid posting passwords, account identifiers, IP addresses, or private invite links.
Watch the reported failure points
Jump to evidence
Community footage Hosting retry and three-player connection Historical playtest footage shows a failed host attempt, retry, and eventual group session. It is useful for failure categories, not current success rates.
Jump to evidence
Community footage Dungeon state, respawn, and friendly-fire friction The same group encounters several forms of multiplayer friction. Recheck every behavior on the current Early Access build. Does co-op remove the exploration focus?
No. The official pitch still emphasizes learning the land through rumors, written fragments, and people rather than following a fixed tour. A group can split attention, but it should share clue wording before choosing a route.
For solo or group preparation, read the beginner guide and combat and skills guide. For platform availability, see the release and console page. For wider Steam, Reddit, and forum sentiment about co-op and stability, use the community reaction roundup.