Provide an ingame online coop mode
Family sharing isn't relieable. A native online-mode would be better
Brotato deserves native online co-op
Brotato is one of the best pure-fun roguelites on Steam — fast runs, absurd build variety, that "just one more wave" pull. The one thing holding it back from being a go-to game-night staple is real multiplayer.
Yes, technically you can play together today via local co-op streamed over Remote Play Together / Family Sharing. But let's be honest about what that actually is:
- It eats bandwidth. You're streaming a whole video feed to your friend, not syncing a lightweight game state. On anything less than a great connection, it falls apart.
- It's unreliable. Lag, dropped sessions, input delay on a twitchy bullet-hell game — exactly where you can't afford it.
- Only one player gets a keyboard. Everyone else is forced onto a controller because there's a single host machine. For a game with this much menu-and-build fiddling between waves, that's a real friction point.
None of that is Brotato's fault — it's the limit of bolting "online" onto a couch co-op mode that was never networked.
The ask: actual netcode
Give us native online multiplayer, where each player runs the game on their own machine and the game syncs state directly. That fixes all three problems at once: no streaming overhead, far more stable, and everyone plays on whatever input they like.
Why it fits Brotato specifically
- The wave structure is already perfectly chunked for co-op — clear combat phases, clean shop breaks to regroup.
- Character synergies become a whole new design space (one player tanks, one farms, one goes glass-cannon).
- The chaos scales up beautifully — more potatoes, more bullets, more "what is even happening right now."
Brotato is already great solo. Native co-op would turn it into the game people keep on their shortlist for years.
