Ethernalis Systems Reference

Multiplayer and Hot Seat

Several wills share one living dungeon, but each traveller keeps their own body, possessions, position, and turn.
Shared sessions, independent travel, and local play
1-4 Players·Controller Turns·Shared World·Hot Seat
I
One Controller at a Time

Turns and Observation

One player is the active controller and may spend their action points. Everyone else watches the turn and prepares for their own.

Controller Turn

The active controller moves, fights, crafts, trades, and interacts using only their own action points and possessions.

Observers

Observers see the active turn but cannot make ordinary world changes until control reaches them.

Takeover

After thirty seconds, the next player becomes eligible to take over. Further thirty-second intervals extend that permission through the turn order.


II
One World, Several Paths

World Turns and Independent Travel

Players share the same dungeon state but can occupy different rooms. After everyone has completed a controller turn, the world advances.

Independent Position

Movement changes only the active player's location. Hazards and encounters apply to the traveller who enters them.

World Turn

After all eligible players have acted, enemies, hazards, needs, weather, companions, and delayed events advance.

XP Teleport

An observer may spend 50 XP to begin their next turn at the active player's current location.


III
Cooperation and Conflict

Loot, Trade, and PvP

Shared rooms create opportunities for cooperation and rivalry. Timing matters because containers and loose items are not reserved for one player.

Shared Loot

A player who opens a container may leave its contents available for the next controller in the same room.

Trading

Players in the same room can offer items. The exchange completes only after both sides accept the final offer.

Non-Lethal PvP

Direct player attacks cannot reduce another player below one health. Enemies, hazards, starvation, and other world effects remain lethal.


IV
At the Same Screen

Lobby, Hot Seat, and Defeat

A session can mix remote players and local hot-seat characters. Everyone begins through the lobby and shares the same turn rules.

Lobby

Players choose or create characters and mark themselves ready before the expedition begins.

Hot Seat

Local characters occupy ordinary session slots and take their turns on the host's device.

Defeat

A defeated player leaves their carried possessions behind. Other travellers can continue within the shared session.