Laughless Saint Co-op: How Many Players?

What is officially confirmed

Co-op is not a side mode here. The official description is unambiguous:

“And if you don’t want to descend alone, you don’t have to. The entire game is fully playable in co-op.”

The Steam store lists these multiplayer categories for the game:

CategoryConfirmed
Single-playerYes
Multi-playerYes
Co-opYes
Online Co-opYes
Shared/Split Screen Co-opYes
Shared/Split ScreenYes
Remote Play TogetherYes

A network connection is required for multiplayer, per the minimum system requirements.

How many players — the honest answer

This is the most-searched question about the game, and it deserves a straight answer rather than a confident guess.

Steam does not publish a numeric player cap for this game. The store lists the co-op categories above without a player count, and NerveLabs has not stated a maximum in any of its announcements through Update 7.

What we can point to:

  • A community multiplayer session was recorded and titled as a three-player test, which establishes that at least three players can be in a session together.
  • No source we could verify states an upper bound.

So: at least 3 is demonstrated; the maximum is undocumented. If you are planning a group, that is the state of the evidence. We would rather tell you that than publish a number like “4 players” that we cannot support — a lot of pages about this game do exactly that.

Split screen

Shared and split-screen co-op are both listed as supported, and split screen has received specific attention in patches:

  • Hotfix 5 added hit markers with a distinct beta version for split screen, separate from single and networked multiplayer
  • Update 7 added a UI change replacing certain elements with symbols “for smaller screens,” which directly benefits split-screen play

Controller support is listed as partial, which is worth knowing if you are planning couch co-op — see split screen for the fuller picture.

The host owns the save

This is the most important structural fact about co-op here, and it catches groups out.

In co-op, the host remains in control of the campaign save. Friends can join, explore and help with quests, but progress lives with the host. The consequences, however, belong to everyone:

So, when one player decides the suspicious wizard should die while everyone else is still talking, that is not just their joke. It can become everybody’s outcome.

Because most quests have multiple resolutions and the Amphitheater records them, an improvised killing permanently changes the host’s story. The practical guidance is blunt: agree on the big decisions before somebody improvises. Co-op is not four separate campaigns happening in the same room.

Quality of life for groups

Several co-op features arrived in the first week, which is worth knowing because early guides predate them:

DateChangeUpdate
18 AugMultiplayer stability improvedHotfix 4
19 AugTeleport to teammates by clicking their map markerHotfix 5
20 AugCompanions shown on map, auto-teleport if they stray too farUpdate 6
20 AugFixed clients not loading inventory or restoring quest stateUpdate 6
20 AugFixed cases where multiplayer progress was being wipedUpdate 6
21 AugCo-op companions visible on the compassUpdate 7
21 AugCo-op allies can strike summons without retaliationUpdate 7

Two of those are worth emphasising. Progress wiping and inventory loss were real bugs that were fixed on 20 August — if you played co-op in the first three days and lost progress, that was the known issue, and it has been addressed. Multiplayer stability was explicitly flagged as an ongoing focus.

Changing race in multiplayer

A quirk from Update 7: non-hosts cannot change race in the shared session directly. Instead they change race in their own singleplayer game, and it carries over to their multiplayer character. See races.

Sources

  • Steam store page for app 3849000 for category list, co-op description and network requirement.
  • NerveLabs official announcements, Hotfix 4 / Hotfix 5 / Update 6 / Update 7, 18–21 Aug 2026.
  • “10 Things the Game DOESN’T Tell You” for host save ownership and shared consequences.
  • A community three-player multiplayer session recording for the demonstrated player count.
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