// SIGNAL ACQUIRED — CREW ON STATION

MULTIVOID

Co-op multiplayer for Voices of the Void.
One station, one save — shared with a crew of up to four.

No game files modified · standalone loader

01 What is this?

Multivoid layers a real co-op mode on top of the single-player game — a listen server, not P2P. One player hosts; the host's world, save and events are the single source of truth. Friends join through a server browser or by direct connect, walk the same base, drive the same ATV, split the station's work between you.

The game's own native logic keeps running everything — Multivoid owns only the layers multiplayer needs: identity, authority, duplicate suppression and the wire. That's why behavior stays exactly native, down to Kerfur itself.

02 Features

In active development — sync coverage grows with every build.

Shared world

Props, physics, weather, day-night, fog — synced. Move a pallet, your friend sees the pallet move.

Events & NPCs

The host schedules events; creatures and anomalies are mirrored live. Kerfur works for everyone.

The signal desk

Dishes, pings, downloads, decoding, the drive rack, the meadow database — the workstation is built to be run together.

Proximity voice

Built-in positional voice chat, plus text chat with nameplate bubbles.

Server browser

Host from the in-game menu, find lobbies in the browser, or direct-connect by IP.

Skins & identity

Wear the game's own skin mods in co-op — crewmates with the same skin pack installed see them. Nick colors, a player list, and admin tools (kick/ban) for the host.

04 Q & A

Is it P2P or server-authoritative?

Server authority — a listen server, not P2P. Every client connects only to the host; the host process is the single authority over the world, the save, NPCs and events. Each player authors their own movement and voice; everything else flows through the host — clients never talk to each other. A master server exists only for the lobby list and holds zero game authority.

Do you just send an "event happened" message?

Mostly no. The host is the only event scheduler, and events are decomposed: creatures ride the pose and lifecycle mirrors, weather and alarms ride their own sync lanes. The mirrored actors and state are the event on the client's screen — and mid-event join is a design rule here, not an afterthought: joiners receive the host's save plus live state snapshots on arrival.

Do you rewrite the game's logic to make it multiplayer?

No — deliberate rule. The game's own native code executes all gameplay, invoked through reflection. Multivoid owns identity, authority routing, duplicate suppression and the wire. Game updates don't force gameplay rewrites, and behavior stays native.

Does it modify game files?

Never. No edited .exe, no repacked .pak, no touched assets. A proxy DLL loads the mod at runtime; remove the two DLLs and the game boots completely stock. (The mod keeps its settings, logs and a couple of data folders next to the game — delete those too if you want a clean sweep.)

05 Download

Development builds available

Multivoid is in active development. Dev builds are published on GitHub — grab the latest, drop the two DLLs into WindowsNoEditor\VotV\Binaries\Win64 inside your game install, host or join.

Versioning follows the game (0.9.0n builds) — host and joiners need matching builds; the release page always shows the latest.