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Crimson Moon Co-op Guide: Host, Join, and Recover

Host or join a two-player Crimson Moon hunt, confirm the party, coordinate shared lives and loot, and recover from session failure.

Direct answer

Use the Sanctus Clypeus portal to host a public or private session or join through Quick Match or a code, then wait until both players appear in the hub before deployment.

Quick answer

  • Crimson Moon supports optional two-player online co-op.
  • Hosts can create public or private sessions.
  • Partners share one revive pool and can resurrect each other.
  • Replaced gear can be picked up by the other player.
Crimson Moon Co-op Guide: Host, Join, and Recover

Co-op Requirements at a Glance

Crimson Moon co-op supports two players online. Matchmaking starts at the portal in Sanctus Clypeus, where one player hosts or a joining player chooses the appropriate public or private route.

RequirementConfirmed launch behaviorReady state
Party sizeTwo playersBoth players intend to enter the same hunt
Starting pointSanctus Clypeus portalBoth players are in the hub session
Host optionsPublic matchmaking or a private friends-or-code sessionThe host session has been created
Join optionsQuick Match or Join Via CodeThe joining player reaches the host's hub
RevivesOne shared revive poolBoth players understand that every death affects the same pool

Host or Join a Hunt

Choose one branch and finish it in the hub before anyone starts the mission.

  1. Go to the matchmaking portal in Sanctus Clypeus.
  2. Host path: open the invite control, select Host Game, then choose a private friends-or-code session or public matchmaking.
  3. Join path: use Quick Match for a public session or Join Via Code with the host's code.
  4. Wait until both players are visible together in the hub.
  5. Start the mission only after the shared hub state is visible to the pair.

The co-op video below shows the pace and coordination of a real launch-day two-player hunt. It is most useful for seeing hub preparation, revive pressure, and how two combat roles occupy the same encounter.

A complete two-player launch-day hunt

Watch a full co-op session for visual context on hub preparation, shared revive pressure, and coordinated combat.

Confirm the Party Before Deployment

The most reliable progress check is visual: both players are present in the hub before the War Table launch. A sent invitation alone does not prove that the session is ready.

CheckExpected stateStop condition
Host sessionThe chosen public or private session existsThe host has not completed Host Game setup
Join resultThe partner appears in the same hubThe partner is still absent from the hub
Mission launchBoth players remain visible before deploymentOne player disappears or the connection fails

If the ready state disappears, return to session setup. Starting from an unconfirmed hub gives the pair no verified basis for expecting the same mission state.

Coordinate Lives, Builds, and Loot

Partners share a revive pool and can resurrect each other. Exhausting that pool ends the run, so every risky engage spends a team resource even when only one player falls.

Enemy composition and difficulty scale with party size, while combined abilities can create co-op-only synergies. Build planning should therefore ask what the pair can combine, then assign each player a coherent role. The build-planning framework helps each partner choose effects that reinforce a single combat plan.

Loot has one concrete handoff rule: when newly equipped gear replaces an item, that dropped item can be picked up by the partner. Use the loot and purification workflow before treating a shared pickup as permanent progress.

For the larger mission sequence and life-pool consequences, follow the complete hunt structure after the session is stable.

Recover from Invite Failure or Disconnect

Use the smallest repeatable recovery path. The confirmed route is to return to the hub flow, create or join a fresh session, and verify both players together before another launch.

SymptomLikely stateNext check
Private invitation does not connectThe intended hub session is incompleteHave the host create a fresh private session and share the current code
Join Via Code does not place both players togetherThe join path did not reach the host's hubRe-enter through the portal and verify the code before retrying
A disconnect removes one playerThe pair no longer has the visible ready stateRecreate or rejoin the session from Sanctus Clypeus
Both players reconnectThe session may be ready againConfirm both Nephilim in the hub before starting a mission

This recovery path restores a verified lobby state. It does not prove that interrupted campaign credit, Boons, rewards, or in-progress mission state will be restored.

What Co-op Facts Are Confirmed at Launch

The confirmed rules cover two-player online co-op, portal matchmaking, public and private host paths, Quick Match and code joining, a shared revive pool, resurrection, party-size scaling, co-op ability synergies, and pickup of gear replaced by the partner.

The current verified material does not establish a universal rule for shared Boons, mission rewards, campaign credit, cross-platform details, or reconnect continuity. Confirm both players in the hub and plan around the mechanics listed above rather than assuming an interrupted session will preserve every run state.

Frequently Asked Questions

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