How NightCoop Shared Worlds Work
Reference the official NightCoop shared-world rules for the Host save, Guest characters, majority-vote story choices, combat and PvP.
Shared world, separate characters
NightCoop combines two ideas that are easy to confuse:
- The Host owns one shared world and save.
- Each Guest brings their own character state into that world.
The official page says the Host save owns quest progress, NPC state and city state. Guests enter with their own V, appearance, level, equipment and implants.
This is not a traditional separate-save co-op setup where every player advances an independent campaign.
Host save ownership
The shared world follows the Host save. That makes the Host responsible for the world state used by the session.
The Host save controls:
- quest progress;
- NPC state;
- city state.
Before the session, the Host should confirm that the correct save is selected. A Guest's personal character does not replace the Host's world progression.
Guest character ownership
Guests still use their own V. Their appearance, level, equipment and implants travel with that character.
This creates a useful distinction:
| State | Owner |
|---|---|
| Quest, NPC and city state | Host's shared world save |
| Guest's V, appearance, level, equipment and implants | Guest character |
| Story choice | Decided by majority vote |
| Combat encounter | Shared by the party |
| PvP setting | Controlled by the Host |
Use this table to explain why two players can have different characters while still seeing the same quest and city state.
Story choices use majority vote
The official NightCoop page says story choices are decided by majority vote. That means the group should discuss choices as a party rather than assuming that one player's dialogue choice always decides the outcome.
Before a major decision, the group should confirm:
- which choice is being presented;
- whether all players understand the consequence being described in the current build;
- whether the vote is complete before the party moves on.
This guide cannot predict undocumented dialogue outcomes or invent rules for ties. Those details should be verified in the current build.
Combat is shared
Combat is shared across the session. The official page also says the Host can enable or disable PvP.
The Host should set the PvP expectation before the session begins. A PvP toggle is a session setting, not evidence that every encounter is automatically competitive.
Practical checks:
- confirm the Host's PvP setting;
- confirm that all Guests know the setting;
- treat player combat and shared world combat as separate concepts;
- record the build and date if the setting behaves differently from the official description.
Party size
NightCoop lists support for up to 8 players. The party size belongs to the session rules, not to the number of pages in this guide.
When planning a group:
- Confirm the Host has the intended world ready.
- Confirm every Guest has the same NightCoop build.
- Confirm the Host's PvP setting.
- Confirm everyone can use the documented direct or relay connection route.
Connection model
NightCoop lists a direct UDP connection and a relay hub connection.
The direct route and relay route serve the same broad purpose: bringing Guests into the Host's session. If one route fails, do not change the Host save or character state immediately. First compare versions and confirm which route was tested.
Host and Guest page
The step-by-step session flow is here:
The dependency checklist is here:
Source boundaries
This reference page only describes rules stated on the official NightCoop page. It does not invent:
- a complete quest outcome table;
- undocumented PvP balancing rules;
- error codes;
- download mirrors;
- save-transfer procedures that the official source has not described.
Sources and review date
Primary source: https://nightcoop.net/
Reviewed on 2026-10-22. NightCoop is an unofficial fan-made mod. This guide is independent and is not affiliated with NightCoop or CD PROJEKT RED.