Start guide Updated 2026-10-17

Chained Beasts Co-op Guide: Local, Online and Crossplay

Set up Chained Beasts local and online co-op, check the gamepad requirement, use recorded invite and room-code paths, and solve common join problems.

Quick answer

For one shared computer, connect at least one gamepad and use Local Co-op. For separate devices, use the online host/join route; the October recording shows friend invitations and a cross-platform room code. Confirm every player can move independently before starting, then agree how to pass pillars and call throws.

View reference image
Featherweight Games official Chained Beasts launch trailer cover linked to its original video.
Reviewed by Chained Beasts Guide Editors for October 2026 launch; dated footage identified below on 2026-10-17.
On this page
  1. Overview
  2. Step-by-step
  3. Quick reference
  4. Video evidence
  5. FAQ
  6. Sources

Choose your mode before troubleshooting

Chained Beasts supports a group of one to four players. The Steam listing identifies online co-op, shared or split-screen co-op, cross-platform multiplayer and Remote Play Together. Those labels describe several ways to play. Start by deciding whether your group is sharing one computer, running the game on separate devices, or streaming a local session through Steam. A fix for one route may be irrelevant to another.

This guide uses the current official feature listing and a recording published October 15, 2026. That creator explores the menus before launch and later tests local play with a keyboard and a controller. The menu paths below are recorded observations, not a live online session verified by these editors. Read the labels in your installed version if an update changes their wording or location.

Local co-op: prepare the inputs first

The Windows and macOS requirements both state that at least one gamepad is required for same-screen co-op. Connect it before gathering everyone in character selection. For a two-player computer session, the October recording demonstrates one person on keyboard and mouse and another on a controller. It does not establish that several people can share the keyboard, so do not build your plan around that assumption.

Choose Local Co-op, then join each input separately. At 05:00–05:08, the creator enters the local selection screen and describes joining with controller or keyboard. Later, at 01:14:06, the recording explicitly begins the keyboard-and-controller test. Have one player join, move their selection and confirm which input owns it. Then have the next player join and do the same. This small check catches a surprisingly disruptive problem before the arena begins: two people assuming the same selection is theirs.

Before confirming the run, ask each person to move independently. If one input does nothing, return to selection and check that the game recognizes it. Review that input’s current bindings and confirm it works in the game’s own menu. Avoid changing several controller settings at once. If you alter one setting, repeat the same simple selection test so that you can tell whether it helped.

A successful menu join is only the first checkpoint. Once you can control the fighters, practice moving apart and together in open space. Watch which character reacts when each person attacks or interacts. The goal is reliable ownership, not a complex opening fight. A group that discovers a missing input halfway through a run has already made the problem harder to diagnose.

Online co-op: nominate one host

For players on separate devices, choose the game’s online route. In the recording at 04:06, the menu distinguishes hosting online from joining online. Pick one person to host and tell everyone who that is. If several friends create separate rooms, everyone can be technically connected while still being in different sessions. Have the host wait in the lobby until all expected players appear.

At 04:31–04:44, the creator describes inviting Steam friends and enabling cross-platform play to display an access code. The join screen at 04:12–04:20 shows the corresponding friend-invite or code route. For a group using a code, have the host read the code from the current room and the guests enter that exact value in their join flow. Do not reuse a code from an earlier room or a tutorial screenshot.

If a friend invitation does not lead to the intended room, first verify the host and current lobby. If your build offers the displayed code route, try that explicitly with the same host. This separates an invitation-navigation problem from a failure to join the game itself. It does not prove the network is healthy, but it produces a clearer report than “multiplayer is broken.”

The official store lists cross-platform multiplayer, and the launch announcement confirms online crossplay. That supports the feature, not every possible device combination, region, account condition or current server state. Check that everyone has installed the intended game and current update. Crossplay is also separate from cross-save: this guide has no evidence that a save or unlocked character automatically transfers between platform accounts.

Keep Remote Play Together separate

Steam lists Remote Play Together for Chained Beasts. Treat it as a way to stream a local session through Steam’s client, rather than as another name for the game’s own online code. The host’s local player and input setup still matter. If you are following Steam’s route, use the current client’s Remote Play invitation and input-sharing guidance; this site has not verified that interface on your devices.

For troubleshooting, write down which route you are using. “Remote player cannot control a local character” points to a different test from “room code cannot join an online lobby.” When possible, first establish that the host can run the local session and recognize the intended inputs. Then investigate the streaming invitation or permission. Do not assume a successful Steam chat invitation means the game has received the guest’s input.

Mixed local and online groups remain unverified

The October creator reports not finding a way to add a local player inside the online host flow. That observation appears around 04:48 and concerns the version being recorded. It is useful for planning, but it is not proof of a permanent prohibition in all later builds. This site therefore does not promise that two people on one device can join friends on another device through the game’s native online mode.

If that exact arrangement matters, check the current lobby for a local join option before scheduling the run. Describe the arrangement precisely when asking developer support: number of computers or consoles, number of local inputs on each, and the selected mode. “Four-player co-op” alone does not answer whether a particular mixed arrangement works. Do not buy extra copies or hardware based solely on an assumption about that combination.

Establish two calls before the first fight

The chain makes communication part of movement. The developer page explains that poor coordination can tangle players around a pillar and that coordinated chains can trip enemies. Agree on one direction around obstacles and one signal before throwing. Short calls such as “clockwise,” “regroup,” and “throwing ahead” are easier to follow while enemies are closing in.

When the group is pulled in opposite directions, look at the shared position before continuing to run. One person may see a clear escape that takes the chain around the opposite side of a pillar from the others. Pick a common side and move together when an opening appears. The objective is a manageable chain path, not having every person chase their own nearest enemy.

The local test at 01:16:06–01:16:25 records the creator noticing friendly fire. Treat that as a reason to practice ranged attacks with clear space and announce them. Avoid promising a fixed friendly-fire damage percentage or an exact interaction for every weapon: neither is verified here. The same test later shows dragging or crawling and a revival interaction, but it does not establish a universal safe revive window. Make room before attempting to help a teammate, and follow the prompt in your current build.

Diagnose the last successful checkpoint

Use the last working step to narrow a failed session. If a controller cannot move a local selection, solve recognition and bindings before touching online settings. If every local player moves but a remote guest cannot enter a room, record the host, selected route and exact join error. If everyone joins but combat is delayed, note whether every player experiences it or only one connection does. Those are different symptoms.

For an online retry, preserve the current game and save data. Confirm versions, host identity and the newly displayed invitation or code, then try one clearly recorded attempt. Do not delete saves, disable broad security settings or repeatedly recreate accounts to solve an unexplained join failure. A useful support report includes platform, game version, mode, player arrangement, exact error text and where the last successful step occurred.

Once all players can act independently, move on to the beginner survival route. Before the first potion choice, have everyone read their own side effect and say what it changes. The affliction guide explains why an injury that changes aiming or proximity can become a team problem. A connected lobby is the start of co-op; a shared movement plan is what makes the next battle workable.

Route

Step-by-step guide

  1. Choose the route for your group

    Use Local Co-op on a shared machine or online host/join on separate devices. Steam also lists Remote Play Together; it streams local play and should not be confused with the game’s own online lobby.

  2. Verify input ownership or lobby membership

    In local selection, join each input separately and check which character it controls. Online, have one host invite friends or share the displayed code, then confirm everyone is in the intended room.

  3. Run a short coordination check

    Move together in open space, call one shared direction around a pillar and announce ranged throws. Resolve missing inputs or menu confusion before investing in a full run.

Fast lookup

Quick reference

Choose a co-op path

GroupRouteCheck before starting
Same computer or televisionLocal Co-opAt least one gamepad is required by the Steam Windows/macOS requirements
Separate devicesOnline host/joinHost, invitation or displayed cross-platform code; current build on each device
Stream a local session through SteamRemote Play TogetherSteam lists support; follow its current client invitation and input-sharing instructions
Local pair joining another online groupUnverified mixed modeThe October creator did not find this combination; do not assume support
Verification

Video evidence

Watch creator walkthroughs alongside this guide. Check the recording date before following requirements that may have changed.

Põe Pra 2 Co-op Gaming 2026-10-15 Recorded menus and local co-op

Chained Beasts - Gameplay de Análise Completa

04:06–05:08 shows online invitation/code and local joining; 01:14:06–01:17:25 shows one controller plus keyboard/mouse, friendly-fire observations and a revival interaction.

Common questions

FAQ

Can two people play with only one keyboard?

The official Steam requirements say at least one gamepad is required for same-screen co-op. Do not plan on two keyboard players; the dated local recording demonstrates a keyboard/mouse player plus a controller player.

Can we mix a local pair with online friends?

This site has not verified that combination. The October 15 creator reports not finding a way to add a local player inside the online host menu. Check your current build rather than assuming it is supported.

Does crossplay mean our saves transfer between platforms?

No save-transfer claim is established by the sources used here. Cross-platform multiplayer describes playing together; it does not by itself establish account linking or cross-platform save transfer.

Source trail

Sources

Recheck these links whenever the game version, release status, or strategy changes.