Player Count
Blight: Survival supports 1 to 4 players per run. Solo play is fully supported and designed as a viable way to experience the game, not a stripped-down version of the co-op experience. Playing alone is harder but intentionally balanced for it. Duo, trio, and full four-player parties are all supported.
PvE Focus
The game is PvE only. The developers confirmed this directly during the June 2025 Discord AMA: there is no competitive PvP mode, no invading other players' runs, and no human-vs-human combat outside of the NPC human enemies in missions. The developers stated that PvP is not planned. This is a deliberate design choice to keep the focus on cooperative survival against the Blight rather than player-vs-player competition.

How Co-Op Works
Players form a party at The Camp, choose a mission, and enter No Man's Land together. Each player brings their own Writhen with their own equipment. During the run, players fight together and share loot opportunities, though individual gear belongs to the player who picks it up. Everyone needs to reach the extraction point to keep what they've collected.
Co-op adds tactical possibilities that solo play doesn't offer. One player can draw enemy attention while another flanks. A ranged player with a crossbow or longbow can cover the team's approach. The directional combat system means positioning relative to your teammates matters. Coordinated attacks create openings. A teammate breaking an enemy's posture sets up another player for a devastating follow-up. The July 2026 developer update described co-op in the same terms: teaming up opens tactical possibilities through loadout synergy and teamwork, while the world stays harsh, tense, and unforgiving no matter the party size.
Death in Co-Op
If a player's character dies during a co-op run, they stay dead for that run. The permadeath system applies regardless of whether teammates survive and extract. Your dead character and all their gear are gone. Teammates who survive keep their own equipment. This creates real tension in deciding whether to risk helping a downed teammate or cut your losses and head for extraction. The bloodline system softens the blow by carrying over some experience, but the gear loss is permanent.

Clans
Asked whether players could join factions, the developers answered: "Yes! You'll be able to join clans." Beyond individual mission matchmaking, clans give regular co-op groups a framework to coordinate, share strategies, and build a persistent social connection across play sessions.
Offline Mode
Asked whether the game would be playable offline, the developers answered: "This is currently the plan." That is an intention rather than a shipped feature, and nothing since has firmed it up. If it holds, solo runs would not need a persistent connection, while the one-to-four-player co-op modes would.

Controller Support
Full controller support is confirmed. The game is designed to be played with either keyboard/mouse or a gamepad. The directional combat system works with analog stick input for attack direction selection.
Cross-Platform
Cross-platform multiplayer is listed among the official store features, and the developers have confirmed it directly, answering a question about whether the game would come to PC or console: "Both, PC and console, with crossplay!" With PlayStation 5 and Xbox Series X|S confirmed as platforms alongside PC, cross-play lets friends on different systems team up in the same one-to-four-player run. Launch-timing details have not been announced, and the game itself has no release date.
Proximity Chat
Proximity voice chat began as an experiment. In June 2025 the developers said only that it was something they were experimenting with, and that if it made it into the game, non-player characters would react to sounds picked up through it. The default control scheme the studio published that September binds a proximity chat toggle to the directional pad, which puts it in the build rather than on the wishlist, though the layout is marked as in development and subject to change. If the reaction behaviour ships with it, talking near enemies becomes a real detection risk, tying voice chat into the noise-based detection rules that govern stealth. Neither the toggle nor the reaction behaviour has been described in a written update.