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Co-Op and Multiplayer
August 7, 2026 at 09:34 AM
Repointed screenshots to the deduplicated gallery entries and replaced generic alt text with descriptions of each shot
Wardens of Avalon is fully playable solo or in co-op for up to four players. The entire adventure, from combat to fiefdom management, can be tackled alone or shared with a group, so players can choose the experience that suits them.

In co-op, players can form their own order with friends, teaming up with knights from across the lands. Together a group manages the fiefdom, defends it against enemy assaults, and takes on challenging encounters where teamwork and coordination are essential to come out ahead.
The classless oath system supports this kind of play directly, letting party members swear different oaths so the group can cover a range of roles. Whether defending the home settlement or pushing deeper into Avalon, cooperation is built into how the game is designed to be played.
Wardens of Avalon supports one to four players. The entire campaign, from combat to fiefdom management, can be played solo or in online co-op, so a group is never required to see any part of the game.
Co-op is built around online play. The developers have said there is no plan for local or couch co-op, so teaming up means connecting online rather than sharing a single screen.
A free Steam playtest ran from June 23 to July 6, 2026, and it offered two ways to play together. The first was peer-to-peer through Steam: a player launched their own single-player or multiplayer campaign and invited friends to join. In that mode friends could not reach the world while the host was offline, and any shared progress belonged to the host's campaign rather than to each guest.
The second option was a dedicated server that keeps a persistent world running, so any invited player can drop in at any time without the host being present. These servers run through a partner service. During the playtest a limited number were handed out free to players who requested a code, while solo players and small groups who only wanted a host-led world could join straight through Steam. The developers have since described the launch model: both routes will be offered, with peer-to-peer as the standard connection and dedicated servers available as a paid rental.
Some finer details are still open. The playtest showed that peer-to-peer progress stays tied to the host's campaign, but how drop-in or drop-out joining works outside that mode, and whether enemies or loot scale with party size, have not been described yet.