Playtesters — this build is all about co-op. You told us it could soft-lock, stall, and steamroll. We think all three are dead. Now we need you to try to prove us wrong.
PLEASE TRY TO BREAK THESE
Disconnects. Drop a player mid-fight (close the game, pull wifi, alt-F4). Their operator should go idle (-- OFFLINE -- on the rail), the fight should carry on without them, and every vote / shop / victory screen should only wait on the people actually present. If you ever hit a ready-up that can never complete, that's the bug — grab a screenshot.
Reconnects. After you drop, relaunch and rejoin the same run. You should land on a RECONNECTED screen and drop back in at the next junction with your full deck, relics, and HP. Tell us if anything comes back wrong.
Card plays under crossfire. Have everyone spam cards at the same time. Your selection should survive a teammate acting at the same moment. If a click ever just vanishes with no message, we want to know exactly what you played and when.
Four-player difficulty. Enemies now scale much harder with party size — more HP, more damage, and more viral-strain (ARMORED / VOLATILE / LEECHING / REPLICANT) enemies the bigger the party. Full parties should feel like a real dive now, not a victory lap. Tell us if it tips into unfair.
ALSO CHANGED
- The battle screen now names WHO everyone is waiting on, right on the turn badge, and co-op uses your lobby names instead of P1/P2.
- Jackpot free-removal loophole closed — gambling an already-upgraded card used to be a scam in your favor. The machine now only accepts cards it can actually upgrade.
- Party rail reads clean again — block numbers no longer hide under the shield icon, and big block values don't collide with your energy pips.
- Nine cards now carry Quarantine (played once, out for the rest of the fight): Infinite Loop, Overclock, Surge, Turbo, Bit Flip, Bandwidth, Reroll, Redial, Hardened Loop. Closes the infinite-loop combo engines. Poke at these and tell us if the balance feels off.
- A lobby race that could double-start a dive is fixed.
- A rare freeze when THE DEV invades and the host stalls is fixed.
REPORTING
Same-version lobbies only — everyone must be on 1.1.0 to play together. When you report, tell us your player count, whether you were host or client, and what you were doing the moment it happened. Screenshots or a clip help a lot.
Update and dial back in.
— The Drawn Hour
- News and updates
- The Drawn Hour Playtest
- v1.1.0 — Party Line: co-op gets tougher, fairer, and unbreakable
Source: Steam Community (opens in a new tab)
