The Wyldheart public demo lets one to four players adventure together. To host, update to Demo 0.7.2, create or open the intended campaign, and read the join code from the Lobby or Roster. To join, use that current code from the same demo version. The code identifies a lobby; it is not a product key or reward code.
Host and join checklist
Prepare the host before inviting
Check the official status page when logins or campaign loading are unstable. Keep online saving enabled if the session must persist. Open the correct campaign and move to a calm location when possible. Review your equipment, weapon condition, supplies, and Hope so the arriving party does not begin inside an avoidable emergency.
If the join code is missing, confirm the demo has updated. CL39302 addressed visibility in the Lobby or Roster. Restarting the client after an update is a safer first step than changing firewall rules or deleting files.
Join the current lobby
Ask the host for a newly read code and enter it in the demo’s join flow. If the attempt fails, compare versions and confirm the host has not recreated or closed the lobby. Restart Steam and the demo, then retry. When a broad outage is visible, wait for the service rather than stacking local changes.
On arrival, ask where the campaign is and what the group is doing. Inspect your own state before picking up items or triggering dialogue. If the room is variable, use landmarks and interactions instead of directions based on one person’s camera.
Coordinate the first dungeon
Give current capabilities simple jobs. One player watches interactions and traps, one covers distant threats when possible, and close-range players avoid surrounding the same target so tightly that nobody can see. These roles can change; ancestry and background do not lock a permanent class.
Share light, healing, repair resources, and spare weapons according to need. Call out low condition before an item breaks. Finish conversations before touching the exit, especially near the end of The Slurper’s Den, where current players have reported missing a small dialogue response before the rope becomes usable.
Do not turn offline mode into a saved campaign
The 0.7.2 CL39302 notice says disabling Online Save allows offline play during connectivity trouble, but offline saves are not supported in this demo. Any progress made with saving disabled is lost when the game exits. Use that route only for a disposable solo practice session.
A co-op night worth keeping should wait for online services. Even normal demo saves will not transfer to the full release, but they can still preserve progress inside the demo while the service is working.
Recover from a disconnect
Stop advancing and clear immediate danger. The disconnected player restarts or reconnects using the current lobby information. After they return, compare location, equipment, Hope, objective, and any XP change before resuming. Do not assume the future base game’s advertised catch-up system resolves every demo disconnect.
If reconnects fail across the party, record the UTC time, region, version, error, and whether solo login works, then check the official status page and latest hotfix. Keep private lobby information out of public reports.
Scope future crossplay correctly
The base-game Steam page lists cross-platform multiplayer, and the developer has discussed Steam and Epic Early Access crossplay. The public Steam demo’s exact cross-store behavior is not established by those future statements. Console crossplay and cross-save are also not current confirmed demo features.
Recheck the supported client list at Early Access. Do not tell a friend to obtain another platform build until an official announcement identifies compatible versions and the join method.