Two-player local co-op for Everything is Crab. Requires two gamepad controllers, with a shared camera, stock-style player UI, shared progression, and revives.
Add a stock-styled CO-OP main-menu option while keeping NEW RUN single-player.
Apply the game's current gameplay controller bindings to both players, including controller rebindings.
Preserve the stock progression and encounter HUD while adding compact stock-style health and ability UI for each player.
Extend automated playtesting to cover menu routing, live rebinding, stock UI reuse, independent health display, interactions, combat ownership, death handoff, and revives.
0.6.8
Keep mushroom effects on the player who ate the mushroom.
Stop player one immediately when their movement stick is released, even while player two keeps moving.
0.6.7
Bind player-two interaction to the west face button (Xbox X) and support focused world interactables, including burrows and mushrooms.
Let either player be revived from a level-up screen for a configurable DNA cost and health fraction.
Preserve shared progression and independent attack, dash, charm, food, label, and input ownership when player one is revived.
0.6.6
Add player-two burrow entry and exit on the south face button.
Keep attack-slot and dash cooldown state independent for both players as abilities and mutations change.
Update player two's visual scale when size stats change.
Add a configurable P1 world label alongside the existing P2 label.
0.6.5
Isolate player-one and player-two right-stick aim so each controller independently drives its own indicator and weapon direction.
0.6.4
Fix player-two gamepad attacks so the right-stick vector is converted into the weapon's applied direction before every attack, including delayed and evolved attack launches.
0.6.3
Give player two independent control of their aim indicator and route non-right attack directions correctly through evolved attack ownership.
Prevent player-owned attacks and projectiles from damaging their owner while preserving the optional cross-player friendly-fire setting.
0.6.2
Fix player two attacks and action slots so they use P2's controller input and right-stick aim independently from player one.
Give player two a separately owned attack loadout, weapon state, and cooldown tracking across spawn, revival, and shared evolution changes.
0.6.1
Rename the release assembly and packaged DLL to Everything_is_Multiplayer.dll.
Require two gamepad controllers during normal play and move development-only settings behind General.DebugMode.
Replace development and test documentation with a player-focused Thunderstore README.
0.6.0
Center and expand the nighttime visibility mask around both living local players.
Publish under the Thunderstore package name Everything_is_Multiplayer.
Add a Thunderstore-ready 256x256 package icon and package validation.
Add Thunderstore and manual installation guidance.
0.5.0
Add P1/P2 death handoff, P2 revival from level-up screens, and continued P2 progression after P1 death.
Add the multiplayer HUD replacement, shared camera enforcement, friendly-fire setting, charm ownership, and expanded debug harness checks.
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