Playing with friends: local multiplayer and who needs Codex

How does local multiplayer work, and who needs Codex?

The shape of multiplayer

Multiplayer is hosted, not matchmade. One person runs the game locally—that machine is the server—and friends join over the local network or a tunnel through the join link the host shares. Everyone plays in the same world, sees each other move in real time, and shares the world's history.

Hosting

Install and start the game locally (see Getting started). The host console shows a join link; send it to your friends. The host machine holds the world: the SQLite save, the checkpoints, and—if you want new regions—the Codex connection.

Joining

Players who join need nothing but a browser. No install, no account, and no Codex: generation runs only on the host. Joining players get a persistent identity stored in their own browser, so leaving and rejoining brings back the same trainer.

Who needs Codex

Only the host, and only for generating new content. Playing on the prepared maps, battling, catching, and multiplayer itself never call Codex. The host explicitly consents before generation starts, and the agent panel shows what the generator is doing.

Common stumbling points

  • Friends cannot connect? Check that they are on the same network or that your tunnel points at the host port shown in the console.
  • The browser demo on the website is single-player; multiplayer needs the local build.
  • Everyone shares one world—checkpoints are world-wide, so coordinate before rolling back.

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