[Update] Dark Souls 2: Seamless Co-op - First 30 Days
Hi everyone
Dark Souls 2 Seamless Co-op was released as an alpha build on 22 September 2026. The current release build is 0.0.5 and the next release, 0.0.6, will be out shortly.
When that happens, I will release a full breakdown of each issue fixed and the way that I went about fixing it in my next post.
I wanted to make a quick update describing some of the plans that I have for the mod.
PvE
In this segment, I'm just describing the base functionality of the mod, which is cooperative play from the beginning to the end of the game.
Overall, I am quite happy with the release window of Seamless Co op for Dark Souls 2. I believe that the release window has been more stable with fewer bugs than my other seamless co op projects.
That being said, there are still some issues, and these issues are very unique to Dark Souls 2 specifically... and not repeating bugs from my other Seamless Coop mods.
For example, a lot of people have reported issues where they cannot sit at a bonfire at the same time as another player. This is not a bug per se, but something that has to be done in order for the world not to break entirely. Unlike in the other games, Dark Souls 2 uses a decoupled bonfire system, and when a player sits at a bonfire, it sets a certain flag to reset the world, which must complete before it can be set again.
The workaround to this is just to wait one or two seconds for the player sitting at the bonfire to complete the sitting animation and the menu to pop up before you interact with the bonfire yourself.
Update 0.0.6 should help a lot with many bugs and issues. I have also completely reverse engineered the way that the game allocates who is in control of which enemy's AI. And now have a much greater understanding, which will help me improve on enemy synchronization issues.
My goal for Dark Souls 2 Seamless Co op is to, of course, have a completely functional cooperative play mod that will let players play from the start bonfire all the way to the end of the game in one session with little to no interruptions from bugs.
PvP
PvP in the mod is usually one of my lower priorities for these seamless co op mods, as my primary target is people who want to play the game engaging in PvE with their friends.
That being said, I do enjoy making a more rounded multiplayer experience.
In these seamless co-op mods, I always completely re-implement multiplayer systems rather than rebuilding existing ones. That way, I've been able to base invasions around a soul level bracket rather than a soul memory bracket, like in the vanilla game.
In terms of invasions, I have added many quality of life features such as:
Re-invasion / re-positioning (using the fragment again)
Allowing Estus flask use in invasions.
Repairing equipment and replenishing items when returning from an invasion.
Bloodstain from where you invaded from when you die.
I think that given the improvements that I've made to invasions in Dark Souls 2, I will not be adding any further changes to the black spirit invasions using the Fragment of Malevolence.
In terms of other multiplayer PvP systems, I am still fully intending to add the other Covenant systems, as well as improve in the Mirror Knight summoning system, which is currently bugged.
The dueling arena, which is very popular in the vanilla game, is currently broken in Seamless Co op. However, the update in 0.0.6 will address many of these issues and it should be usable again.
Proximity chat
Proximity chat was added to the mod more as just a meme. I really did not think anybody would use it at first. But I wanted to get better at implementing voice chat into the game.
Dark Souls 2 does have native inbuilt voice chat in the vanilla game, however, I have completely rewritten it from scratch to enable a proximity chat system over what the game normally has.
This feature has proved very popular, and I will continue to develop it in Dark Souls 2 as well as adding proximity chat in my other seamless co op mods, such as Elden Ring and Dark Souls.
One thing that I'm definitely going to add is a way by which you can increase or decrease player volumes. This is because the old version of FMODEx that Dark Souls 2 uses has a hard capped volume of 100% and it will not go above this. I have bypassed this restriction, but now just need a way to implement it into the game menus.
Overall
I'd like to take a moment to thank the community for all of the support and feedback they've given me on the mod so far. I'm very pleased that despite the mod being in alpha, so many people have tried it, played it, and had a good time and enjoyed the mod.
Ultimately, my goal with these projects is to produce a mod that lets players enjoy these games with their friends in a much less disjointed fashion and just have fun.
Rest assured that updates will continue to come, bugs will be fixed, features will be developed, and I am hoping to bring the mod out of an alpha state within the next month. Once I've done this, I am going to work on my other seamless co op mods to fix bugs and update code and features.
This project has been the longest in development, and I have also learnt the most from its development. The skills that I have learnt I will apply to my future and past mods.
As always - thank you for your patience and a huge thank you to all of my supporters <3
Take care,
Yui
