Hi everyone
Development and testing continues on seamless co-op for Dark Souls II. In this post I'll discuss what I've been working on this past week.
Player Respawning
In a previous post I briefly detailed the work and functionality of respawning players in the mod.
In other seamless co-op mods, connected players remains persistent throughout the game play session - When remote players and "respawn" they usually just get ...
2025-10-24 13:49:56 +0000 UTC
View Post
Hi everyone
I wanted to give an update that leads on from the post previously when I was talking about the challenges of implementing game-wide enemy AI synchronisation between game clients, something that is uniquely challenging in Dark Souls II
The problem
Enemy AI is implemented (in my opinion) poorly in Dark Souls II.
I still strongly believe this is the case, even more so after this week.
...
2025-10-20 18:43:23 +0000 UTC
View Post
Hi everyone
I am back home and have started back with seamless co-op development. In this post I'll describe some of the results of the playtest I did this afternoon. Mainly focusing on the bugs and issues encountered along the way.
Overall: It's working "OK" in a sense that it's playable with some issues I can fix quickly and some I can't - One of which is detailed below.
Enemy AI
Enemy AI is implemented (in my opinion) poor...
2025-10-15 10:17:39 +0000 UTC
View Post
Hi everyone
Following the previous post I made a few days ago, I wanted to give some information on some of the behind-the-scenes goings on with the mod development. The post will go a bit more in-depth to the reverse engineering aspect of two elements of the mod I've been working on today.
Hi everyone
Following the previous post I made a few days ago, I wanted to give some information on some of the behind-the-scenes goings on with the mod development. The post will go a bi...
2025-10-06 17:44:30 +0000 UTC
View Post
I hope everyone is doing well!
I've been rather focused the past week on pushing past some of the obstacles I've encountered during DS2 seamless development. In this post I'll go over the progress I've made on these issues and where the mod is at right now.
It has been longer than I'd like since the last post but I've been distracted by mod development. I'm still here!
Player respawning & world reloading
In my 2025-10-04 12:36:28 +0000 UTC
View Post
Hi everyone!
I finished my exam on Wednesday this week. So now I am available to dedicate more time to the Dark Souls 2 seamless co-op project.
In this post I'm just going to discuss a few more development points in the mod.
Bonfires
I've spent the past few hours today working bonfires into seamless co-op.
As I expected, whereas enabling bonfire use in the other games was easy and required only 2 patches to the game's code, this game had to be ...
2025-09-19 15:17:45 +0000 UTC
View Post
Hi everyone
I haven't made an update post about the Patreon page before, but I have a few updates I'd like to share going forward:
Paid & exclusive posts
Recently I made my first paid-only post. I understand not everyone is happy being "pay-walled" out of content, however I want to assure people that important announcements and milestones will still remain free to access.
I wanted to provide some extra benefits to those kind enough and in a posit...
2025-09-11 17:53:43 +0000 UTC
View Post
Hi everyone!
I hope you're well - The last update post for this project was all the way back in May of this year.
To clarify, I have been very busy with my personal life since July and as a consequence all of the mod development for my projects have been slow and delayed. However I hope by reading today's update post it will seem a little closer to being playable.
Differences in game design & difficulties
Dark Souls II is an entirely different be...
2025-09-08 14:38:48 +0000 UTC
View Post
Hi,
I hope everyone is going well. I just wanted to make a quick post since it has been a few weeks since my last one and wanted to give an overview on what I've been working on.
[ X ] Dark Souls Remastered: Seamless Co-op:

There is a fix for the Lautrec bug which I described in my previous post. I have not yet had time to test all use cases to make sure it's a c...
2025-08-02 18:30:58 +0000 UTC
View Post
Hi everyone,
I've been taking a short break to work on a side-project -- Elden Ring Nightreign Seamless Co-op.
As I'm aware that FromSoftware will implement official 2-player game session support, I've shifted the mod more toward being a purely multiphantom (4+ player) mod. Likely stopping at 12 players, and then allowing other modders to create their own game-modes which could make use of the player cap increase.
I have uploaded a short video showing a 4-player session I pl...
2025-06-11 08:43:21 +0000 UTC
View Post
Hi everyone
I've been doing some more work on Elden Ring: Nightreign. As it's likely FromSoftware will eventually add duos into the vanilla game (hopefully) then seamless co-op will likely have to be repurposed slightly.
Player cap removal
I have removed the player cap for the game. This will hopefully allow for more fun game modes in the future (with increasing or modified difficulty) which some people might enjoy - for example PvPvE modes or more .
F...
2025-06-03 19:33:41 +0000 UTC
View Post
Hiya
Thank you very much for your support so far as always! I hope everyone is doing well.
I wanted to give a quick update into the progress of the 'seamless co-op' mod for Elden Ring: Nightreign
Player limit increases
The game is hardcoded for 3 players maximum. I have increased it before in Elden Ring which is a very similar game.
Once the player 'cap' is supassed, it can be pretty much anything. Making a mod to support 4 players might as well...
2025-06-01 15:05:01 +0000 UTC
View Post
Hi everyone
Thank you for your feedback in the previous update that I did. This is a quick post to let you know that I will be releasing a 2-player mod for Elden Ring Nightreign today (probably in a few hours) if all goes well.
Update - Available here
https://www.nexusmods.com/eldenringnightreign/mods/3
Take care,
Yui
2025-05-30 17:34:44 +0000 UTC
View Post
Hi everyone,
Elden Ring: Nightreign was released today. I played a little bit this evening and managed to get together a functional multiplayer system without connecting to the matchmaking servers (and therefore not needing to run EAC).
The benefit to this of course is you can opt to play with just 2 players (instead of matchmaking with a random) and also being able to play mods when they are eventually made for more replayability and customisation.
There's also potential fo...
2025-05-30 02:41:48 +0000 UTC
View Post
Hiya,
Just to reassure everyone that I am hard at work with the seamless co-op mod for Dark Souls 2.
As I've mentioned before, an overwhleming amount of the work has been reverse engineering stuff (and trawling through lots of x86 assembly) to understand how the game works. Once I had familiarised myself with it, getting sessions to work without the matchmaking server being involved was the next step.
After I had accomplished that, I posted the announcement post on Patreon t...
2025-05-24 22:40:16 +0000 UTC
View Post
Hello everyone!
I hope you're all doing doing well.
It has been about a month since my latest post announcing that I'll be developing a seamless co-op mod for Dark Souls 2.
I wanted to make a quick update post detailing some of the stuff I've been working on and am planning since I made that post:
[ X ] Dark Souls Remastered: Seamless Co-op
Thank you to those who have provided very valuable feedback on this mod. Even though it has been about a ...
2025-05-22 17:49:06 +0000 UTC
View Post
Hello everyone!
I'm pleased to announce that I have developed a working prototype of a seamless co-op mod for Dark Souls II: Scholar of the First SIn. This is a mod that aims to make the co-operative side of multiplayer in the game more fun.
Features include:
- Persisting multiplayer sessions after death, boss kills, teleports, etc.
- No multiplayer boundaries
- No multiplayer timers
- A toggle for full progress synchronisation
- PvP invasions<...
2025-04-25 10:36:00 +0000 UTC
View Post
Hi everyone, I hope you're all doing well!
I'm happy to announce that this afternoon I have released an early testing version of Dark Souls Remastered: Seamless Co-op!
https://www.nexusmods.com/darksoulsremastered/mods/899
There are still some final touches to do, but hopefully people can play and have fun, and report any issues that can be fixed to make the mod better for the futu...
2025-04-10 22:05:53 +0000 UTC
View Post
Hello everyone!
I have just uploaded a new video as an overview to the post I previously made on the serverless features of seamless co-op
Take care,
Yui
2025-04-05 19:21:37 +0000 UTC
View Post
Hello everyone!
Thank you for your support so far as always. I hope everyone doing well.
I wanted to post another update on the status of the Seamless Co-op mod for Dark Souls: Remastered.
Dark Souls has many unique online features which I felt shoudn't be lost entirely in seamless. As an interesting project, I decided to see if I could add some of these features into the mod bearing in mind the restrictions of not having a central server.
So far, I'm happy to announce...
2025-03-29 16:35:59 +0000 UTC
View Post
Hiya
Thank you for your support so far as always. I hope everyone doing well.
I wanted to post an update on the status of the Seamless Co-op mod for Dark Souls: Remastered.
The mod is nearing completion, and I have completed a few playthroughs with friends to make sure everything is working alright and it seems fairly stable aside from a few bugs fixed along the way.
I've also fixed several vanilla game multiplayer bugs.
Please enjoy the short video demonstrating...
2025-03-22 03:56:14 +0000 UTC
View Post
I'm pleased to announce that I have hit an important milestone in the development of the seamless co-op mod for Dark Souls: Remastered. This is a a mod that aims to make the co-operative side of multiplayer in the game more fun.
Features include:
- Persisting multiplayer sessions after death, boss kills, teleports, etc.
- No multiplayer boundaries
- A toggle for full progress synchronisation
- PvP invasions
- Optional difficulty modifiers (increased enemy health &...
2025-03-12 01:59:35 +0000 UTC
View Post
Hi everyone, I hope you're all doing well!
I'm happy to announce that this afternoon I have released an early testing version of Dark Souls III: Seamless Co-op!
https://www.nexusmods.com/darksouls3/mods/1895
There are still some final touches to do, but hopefully people can play and have fun, and report any issues that can be fixed to make the mod better for the future.
I hope you en...
2025-02-24 17:49:01 +0000 UTC
View Post
Hi everyone, I hope you're all doing well!
Thank you for your kind words and support since (always!) the announcement of Dark Souls III: Seamless Co-op (DS3SC).
I've been working hard on creating an alpha release for everyone to test. Just to let you know that it might be out within the next couple of weeks or so - I'll let everyone know closer to the date.
Note that this will be a rough version! However I have learnt a lot from developing the Elden Ring seamless co-op mod a...
2025-02-20 23:51:12 +0000 UTC
View Post
After a long hiatus - I'm pleased to announce that I have developed a functional version of the seamless co-op mod for Dark Souls III. This is a a mod that aims to make the co-operative side of multiplayer in the game more fun.
Features include:
Persisting multiplayer sessions after death, boss kills, teleports, etc.
No multiplayer boundaries
A toggle for full progress synchronisation
PvP invasions
Optional diffic...
2025-02-07 00:18:15 +0000 UTC
View Post
I'm happy to announce that my first large-ish project in Elden Ring is the 'Seamless Co-op' mod. This is a a mod that aims to make the co-operative side of multiplayer in Elden Ring more fun and less frustrating to deal with.
It includes many QoL improvements, such as:
- Removal of multiplayer boundaries
- Usage of horses in multiplayer
- Persistent connections after death and area clearance
- Waypoint synchronisation
2022-04-12 11:27:28 +0000 UTC
View Post