: Both players keep earned currency (Tendrils) and achievements, but "world" progression like lighthouse levels is tied strictly to the host's save.

In the maritime roguelite , the "network" refers to the game's peer-to-peer (P2P) architecture designed by Fika Productions . This paper explores the technical implementation, synchronization challenges, and alternative networking methods used by players. 1. Peer-to-Peer Architecture

: Players coordinate using Remote Procedure Calls (RPCs) to notify each other of actions like firing projectiles or taking damage.

: Differences in connection quality can lead to "teleporting" enemies, invisible islands, or indestructible foes.

: Users on Steam have suggested disabling Steam relays/VPNs to force direct connections and reduce disconnection frequency. 3. Alternative Networking: Remote Play & Parsec

: To minimize lag, developers recommend that the player with the most stable connection hosts the session.

How Fika Productions set sail with their peer-to-peer ... - Unity