Thronefall Multiplayer (community-updated)
Community fork of Thronefall Multiplayer by Rikhardur Bjarni Einarsson (BadWolf).
All credit for the mod goes to BadWolf, who archived the original in Feb 2024 and invited others to fork and
release it with credit. This build only updates it to run on the current (2024+) Thronefall, which broke the
original 1.0.5 release on load.
Using the Steamworks backend and API to connect players in Thronefall to play together in a true multiplayer experience.
Each player selects their own weapon to bring into battle as you build a town together against the growing tide of enemies.
Installation (manual)
If you are installing this manually, do the following
- Extract the archive into a folder. Do not extract into the game folder.
- Install BepInEx
- Move the contents of
ThronefallMultiplayer_Mod folder into the game folder (the same folder Thronefall.exe is in).
- Run the game. If everything runs correctly, you should see a Multiplayer option in the main menu.
Issues, questions, etc.
At this moment, you can use the following channels to ask for help
Author
Rikhardur Bjarni Einarsson (BadWolf)
Changelog
1.1.0 (community update)
- New: shared loadout screen. Opening a level's popup now opens it for every player; perks and mutators are
selected together in real time; each player picks their own weapon right in the popup and everyone can see
the picks in a status strip; the level starts once everybody has a weapon (your last-used weapon counts as
your pick, so returning players don't have to re-click). The old mid-overworld weapon dialog only appears
for flows that skip the popup (e.g. "Continue").
- Both players must be on 1.1.0 (the multiplayer version check will refuse mismatched builds).
1.0.11 (community update)
- Retrying a day after a defeat ("Try again") no longer wipes the shared gold — everyone now starts the
retried day with the money they had at dawn. (The shared balance is now stored in the per-day autosave.)
- The retry / "Start over" buttons now apply the pressing player's perk & mutator selection on every machine.
Before, the host silently kept the old loadout, so a re-picked selection didn't change the difficulty or
bonuses at all.
- "Start over" now restarts from day 1 for ALL players — previously only the player who pressed it started
fresh while the others reloaded their day save, desyncing the world.
- The Loan perk's bonus starting gold now actually arrives in multiplayer, and Royal Mint's start bonus is no
longer incorrectly re-granted when resuming a saved day.
1.0.10 (community update)
- Mutators now actually work in multiplayer: the host applies the selected mutators' difficulty (they were
silently dropped at level start) AND enemies receive the vanilla spawn buffs that were missing in MP — elite
waves (4x HP / 3x damage + visual), per-wave difficulty scaling, anti-air, War/Growth/Range/Chaos/Afterlife god
effects. The mutator score bonus is paid out correctly on victory.
- Victory is now broadcast by the host, fixing the stuck end screen where one player saw victory and the other
kept playing.
- Boss fights are now synced: the Ghost Queen's and Eismoloch's summoned minions used to spawn separately on each
player's machine (frozen "ghost" copies on the client that never died); they now spawn host-authoritatively
like every other enemy.
- Royal Protection no longer permanently shrinks commanded units' max HP with every command.
- The victory gold bonus (and recorded highscore) no longer reads an empty remote wallet on some machines.
- Client-side invulnerability windows (boss phases, dashes, shields) no longer block authoritative HP updates —
fixes stale boss HP and enemies that refused to die on one screen.
- The on-hit slow debuff now affects client players too (they were immune) and remote players visibly slow down.
- Weapon target-lock is now synced: your lock applies to the real (host) damage calculation, and your keypress no
longer re-targets other players' heroes on your machine.
1.0.9 (community update)
- Fixed the "Oops, you died. You'll respawn shortly." message getting stuck on screen while you were alive and
playing (the revive panel is now tied to your actual state).
- Fixed two NullReferenceException floods: one near gates with siege weapons / certain units, and one on the
level-select screen when returning from a level.
1.0.8 (community update)
- Netcode overhaul (round 2): fixed a bug that resent every unit's full path each frame (flooding the network);
client enemies/allies now keep their local movement prediction and fold the host's authoritative position in as
a smoothly-decaying correction (instead of trailing behind), with a hard snap for teleports/respawns; capped
sync to ~20 Hz so it no longer scales with the host's frame rate. Synced pawns should track the host much more
tightly.
1.0.7 (community update)
- Netcode: tightened client position correction for players/allies/enemies so synced pawns track the host
closely instead of trailing by seconds (large errors now snap instead of slowly catching up). Also shows the
shared gold on the treasury counter.
1.0.6 (community update)
- Recompiled against the current Thronefall; fixed the load crash (
CameraRig.TransitionToTarget hook) and a
series of in-level NullReferenceExceptions introduced by the game update (camera/RVO/minimap/treasury/unit-type
display, ally & enemy pathfinder sync, gate logic). See the GitHub repo for the full commit list.
1.0.4
- Update to work with content update 1.
1.0.3
- Fixed serialization issue to do with identifiers, caused some pathfinding packets to be ignored.
1.0.2
- Update to use netstandard2.1 for Mac support
1.0.1
- Fixes to packaging script
1.0.0
- Initial Thunderstore release