You're not mining alone anymore. Version 0.5 brings co-op multiplayer to Ore Works - grab up to three friends, share the facility, and keep your own progress entirely to yourself while you do it.
You're not mining alone anymore. Version 0.5 brings co-op multiplayer to Ore Works - grab up to three friends, share the facility, and keep your own progress entirely to yourself while you do it.
This is a PREVIEW release - co-op is alpha. It works, and we've been testing it across real sessions on separate machines, but it is new and it will have rough edges. Your single-player save is kept completely separate and is never touched by co-op. If something breaks, tell us - that's what a preview is for.
Up to 4 players can now work the same facility at once. The world is shared - the hangout space, base expansions, and your hired crew - but your progression is entirely your own: separate ore/ingot inventory, upgrades, prestige, and weapons for every player. Nobody can spend your ore, and nobody can undo your upgrades. You're contractors sharing a site, not sharing a wallet.
Co-op never touches your single-player save. It goes further than that: you get a separate save for each host you play with.
Play in Abby's facility and that progress lives in Abby's world. Join John's session and you pick up where you left off in his world, with Abby's progress untouched. Host your own and that's a third, separate operation.
The co-op menu now lists every facility you have progress in - whose it is, how long you've worked it, and how many ingots you've banked - so you can see exactly what you're walking into. Hosting resumes your own facility; joining a friend resumes your progress in theirs. CONTINUE SHIFT only appears once your own facility actually has a shift to continue.
Worth knowing before you start: if your friend begins a new shift as host, everyone starts clean in that world. Your progress in every other world is untouched.
Every tool in the game - Hammer, Pickaxe, Gold Pickaxe, Clay Pickaxe, Smelter's Pickaxe, Sledgehammer, and Shockwave Hammer - now has a real first-person model. You'll see actual hands gripping your gear instead of nothing at all, with each tool individually tuned to sit right in the grip. And when you swing, other players in your session actually see you swing - no more standing motionless while ore mysteriously breaks in front of you.
Your hired crew show their gear too - a joining player now sees the host's workers holding the tools their tier has earned, rather than swinging thin air.
The radios scattered around the facility and your Extraction Progress tier badge now update correctly for every connected player - power it on, change the station, or hit a tier milestone, and everyone in the session sees it. Ore nodes crack up properly for everyone as they're worked, instead of looking pristine right up until they shatter.
Hosting a session? A new ADMIN tab shows up in your inventory panel with everything you need to run it - who's connected (with avatars), how long the session has been going, current tier, and a kick button if you need it. Server controls let you sweep every dropped ore/ingot off the floor or force every ore node to respawn, with an activity log tracking what you've done.
Key bindings, readable at last. The bindings screen now shows actual key caps - W, SPACE, MOUSE1 - grouped into Movement, Actions and Interface instead of a single long list of tiny unreadable icons. Controller players get proper button glyphs for their pad. Escape now opens the pause menu, as it always should have.
Bring a friend. The mines don't get any smaller with more hands on deck. See you in the mines!
Version 0.5 - Second Shift (Co-Op PREVIEW)
0.5
26 July 2026
🎁 Added
Co-Op Multiplayer: Up to 4 players can now work the same facility together. Each player keeps fully independent progression - own ore/ingot inventory, upgrades, prestige, weapons, save file - while sharing the world itself: hangout space, base expansions, and NPC crew stay shared. Player spawning runs on s&box's built-in networking.
Per-World Co-Op Saves: Co-op progress is stored separately from single-player AND separately for every host you play with (`<hostSteamId>-co-op.dat`). Joining a friend resumes your progress in that friend's world; hosting resumes your own. Progress in one friend's world is never affected by another's. Any pre-existing single shared co-op save is migrated into the first world that needs one, with the original kept as a `.migrated` backup.
Co-Op Facilities List: The co-op menu lists every world you have progress in - host name, time worked, and ingots banked - so it's clear which save each action will open. CONTINUE SHIFT now only appears when the world you would host actually has a save, instead of appearing because any co-op save existed anywhere.
Fresh Shift Propagation: When the host starts a NEW shift, joining players start clean in that world too (their progress in other worlds is untouched). Joining resolves the host's choice instantly rather than pausing on join.
Public Lobby Browser: JOIN A SHIFT lists open co-op sessions and lets you join one directly from the main menu - no invite or connect string needed.
Proper First-Person Tool Models: Every tool - Hammer, Pickaxe, Gold Pickaxe, Clay Pickaxe, Smelter's Pickaxe, Sledgehammer, Shockwave Hammer - now shows a real held first-person model (actual gripping hands, tuned per tool) instead of nothing or a disconnected floating prop.
Visible Swinging: Other players see you actually swing your tool when mining, instead of watching you stand motionless while ore breaks.
Synced Radio & Extraction Progress: The courtyard/vault radios and the TIER progress badge update correctly for every connected player.
Host Admin Panel: A new ADMIN tab (host-only, visible while a session is active) shows connected players with avatars and lets the host kick anyone; a session card tracks player/worker counts, session time, current tier, and host name; and server controls can clear all dropped ore/ingots or force-respawn every ore node, with an activity log tracking recent admin actions.
🧼 Improved
Key Bindings Screen: Bindings now show readable key caps (W, SPACE, MOUSE1) instead of tiny unreadable glyph images, grouped into MOVEMENT / ACTIONS / INTERFACE across two columns. Controller players still get proper pad glyphs, at a higher resolution. Unbound actions say so explicitly. Both the main menu and in-game pause menu share the same screen.
🪛 Fixed
Escape Now Actually Opens The Pause Menu: 0.4.1 listed this, but it never worked - the engine consumes Escape before the bound action ever sees it, so only P responded. (I probs still messed it up)
Notification Toasts Over The Pause Menu: Toasts drew on top of the pause overlay instead of sitting on the same layer as the rest of the HUD.
UI Text Wrapping: Narrow labels and counters (crew stats, smelter queue counts, market values) no longer wrap mid-value when the content grows.
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