The Lantern of the Laughless Saint · Multiplayer · Guide
The Lantern of the Laughless Saint Coop — Modes, Saves and Multiplayer Rules
The Lantern of the Laughless Saint coop guide: the listed co-op modes, how host and guest saves split, friendly fire settings and unverified party limits.
By the New Game Wiki team · Updated 2026-10-04
On this page (10)
- What Co-op Modes Are Actually Listed
- How Host and Guest Progress Is Split
- Friendly Fire, Party Settings and Companions
- Co-op Problems the Developer Has Fixed
- Still Unverified in Co-op
- Does The Lantern of the Laughless Saint support co-op?
- How many players can join a co-op session?
- Do guests keep their progress in co-op?
- Can you turn friendly fire off?
- What happens if the host or a client disconnects?
The Lantern of the Laughless Saint coop answer is straightforward: the developer says the entire game is fully playable in co-op, and Steam backs that with a full set of multiplayer categories. What is much less settled is the plumbing around it — party size, save ownership, loot rules and disconnect recovery are all still unverified. This page separates the confirmed co-op model from the questions the developer has not answered, so you can plan a session without relying on numbers that no official source supports.
What Co-op Modes Are Actually Listed
The store page is the authoritative list of modes, and it is generous for an Early Access RPG. Both online and shared or split screen co-op are listed, and the game also carries Remote Play Together, which lets a friend join a local session without owning a copy. A network connection is required for multiplayer, which matters if you planned to play the online mode on a machine that is otherwise offline.
| Store listing | What it confirms |
|---|---|
| Multi-player | More than one player is supported |
| Co-op | Cooperative play exists as a mode |
| Online Co-op | Networked co-op is supported |
| Shared/Split Screen Co-op | Local split-screen co-op is supported |
| Shared/Split Screen | Split-screen play is supported generally |
| Remote Play Together | A friend can join a local session remotely |
| Family Sharing | The game participates in Steam Family Sharing |
- The whole game is playable together, including exploration, treasure delving and the choices that decide the island's fate.
- Consequences belong to the party, not to one player, which is why the host-and-guest save split matters so much.
- Split-screen players have independent map controls and camera movement, so two people can look at different parts of the island at once.
- Party status bars can show health, stamina and magic, giving you a shared read on who is in trouble.

How Host and Guest Progress Is Split
The documented starting point is separate host and guest progress, introduced in an official update, with a guest character that travels between sessions. In practice this means a guest is not a temporary shell: they bring a real character, and that character's progress is saved independently. The practical checklist reported from the official notes:
- Create and save a single-player character before you try to join anyone.
- Select that save when joining a friend's game, rather than creating a throwaway avatar.
- Expect appearance, equipment, regular items, gold, skills and perks to travel with the character.
- Expect quests and quest items to stay host-side, so your host carries the quest state.
- Guest progress saves independently every 30 seconds, which limits how much is lost if a session ends badly.
An earlier official fix specifically made co-op autosave store quest state, which was a real gap: before it, a session could save the world without saving where the quest had got to. A follow-up update changed quest-item checks so they apply to the player being asked, meaning the holder must turn the item in themselves instead of a teammate doing it for them. The same update reported that spellcrafting becomes available from the relevant NPC in multiplayer and that teleporting works for clients, which removes two early co-op blockers.
Friendly Fire, Party Settings and Companions
Friendly fire is a real setting rather than a permanent hazard. An official update added an option to disable it, and in co-op the host's choice determines the setting for the session — so agree on it before anyone loads an area-of-effect spell build. The third-party co-op listing had earlier warned that area-of-effect mages needed to be careful, which is a fair description of how the game played before the toggle existed.
| Setting or behaviour | Who controls it |
|---|---|
| Friendly fire | The host's option determines the session |
| Party status bars | Show health, stamina and magic for the party |
| Split-screen map and camera | Independent per player |
| Quest ownership | Host-side on the documented model |
| Companion behaviour | Companions no longer react to player crimes after a later fix |

Companions were also addressed during Early Access: an official update fixed a case where dismissed companions failed to appear and stopped companions reacting to player crimes. The same note is careful not to claim that guards or the evidence-chest crime system were removed. On the travel side, reported changes have included companions being shown on the map with an auto-teleport if they stray too far, co-op companions appearing on the compass, and the ability to teleport to a teammate by clicking their map marker. Those last behaviours are reported from update notes rather than reproduced here, so treat the exact map interactions as to confirm.
Co-op Problems the Developer Has Fixed
The co-op patch history is one of the more useful records for a new player, because it shows which issues were real and which are gone. A later update reported improved online stability plus alerts when either host or client disconnects, and it addressed missing Amphitheater ghosts after delayed co-op quest loading. Those are specific developer-reported fixes rather than proof that every save, connection or quest-state problem has disappeared.
- Update 11: co-op autosave now stores quest state.
- Update 12: quest-item checks apply to the player being asked, spellcrafting becomes available in multiplayer, and teleporting works for clients.
- Update 13: friendly fire can be disabled, with the host controlling the session setting.
- Update 16: separate host and guest progress, portable guest characters, companion behaviour fixes, party UI.
- Update 17: online stability improvements and disconnect alerts, plus the Amphitheater ghost fix.
Still Unverified in Co-op
Several questions that come up constantly have no official answer yet: maximum party size, host migration and disconnect recovery, save ownership and host or client progression authority, who controls quest choices, loot-sharing rules, cross-play support, and drop-in or drop-out behaviour. The Co-Optimus listing of four-player local and six-player online co-op remains a single third-party source and should be marked to confirm. For the quest side of co-op, the quest guide explains how quest items behave, and the gameplay page lists the systems that updates have actually changed.
FAQ
Does The Lantern of the Laughless Saint support co-op?
Yes. The developer states that the entire game is fully playable in co-op, and Steam lists Multi-player, Co-op, Online Co-op, Shared/Split Screen Co-op and Shared/Split Screen as feature categories, alongside Remote Play Together and Family Sharing. A network connection is required for multiplayer.
How many players can join a co-op session?
The maximum is not established by an official source. Co-Optimus lists four-player local and six-player online co-op with up to six combined, but that is a single third-party listing, so treat any party-size number as to confirm until the developer states one.
Do guests keep their progress in co-op?
Yes, on the documented model. Guests create and save a single-player character before joining and select that save when joining a friend's game; appearance, equipment, regular items, gold, skills and perks travel with the character, and guest progress saves independently every 30 seconds, while quests and quest items stay host-side.
Can you turn friendly fire off?
An official update added an option to disable friendly fire, and in co-op the host's setting determines the session. Before that patch, the co-op listing warned that area-of-effect mages needed to be careful because the game had friendly fire.
What happens if the host or a client disconnects?
A later official update reported improved online stability plus alerts when either host or client disconnects. Host migration and disconnect recovery are still not documented, so recovery behaviour after a dropped host remains unverified rather than confirmed.
References
- The Lantern of the Laughless Saint on Steam
- Update 17 — Hotbar and More (official Steam announcement)
- The Lantern of the Laughless Saint — independent guide archive (co-op systems)
- The Lantern of the Laughless Saint — Co-Optimus co-op information
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.
