Escape from Duckov ships as a single‑player, PvE experience. If you want to raid with friends, a community mod enables co‑op sessions using either a local network or a VPN relay. It’s experimental, but it works when you set it up correctly.
Escape from Duckov co‑op status
- Official game: single‑player only; no built‑in co‑op or PvP.
- Community option: a Steam Workshop co‑op mod that adds online play.
- Expectations: this is a work‑in‑progress. Stability varies, and you will encounter bugs.
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Add to Google Preferences →Install the co‑op mod (Steam Workshop)
You’ll install the co‑op package and its prerequisites from Steam Workshop, then set the correct load order in‑game.
- Subscribe to the co‑op package on Steam Workshop at its collection page and use “Subscribe to All” to grab required dependencies.
- Launch the game and open the “Mods” menu.
- Set the load order to:
- HarmonyLib
- LiteNetLib
- Debug CMD Mod
- Co‑Op Mod
- Restart the game.
- Create a new save. Co‑op controls are bound to the
Homekey.
Host or join over VPN (Radmin)
If you’re not on the same local network, use a lightweight VPN to simulate a LAN. Radmin VPN is the path the mod supports today.
- Download and install Radmin VPN from radmin-vpn.com.
- In Radmin, create a new private network and set a strong password. Share the network name and password with your friend.
- Have your friend join that network in Radmin.
- In Escape from Duckov, the host goes to the bunker, presses
Home, and starts a server session. - The joining player goes to their own bunker, presses
Home, and selects the option to connect via IP. - Use the host’s IPv4 address as shown in the Radmin client.
- Connect. Once successful, you’ll load into a shared session.
Play on a local network (no VPN)
If both players are on the same LAN, you can skip the VPN step.
- Connect both PCs to the same router or wired switch.
- Follow the same host/join steps using the host’s local IP address instead of a VPN address.
How progression and death work in the co‑op mod
Current builds handle inventories, crafting, and combat in specific ways during online play:
- Inventories: each player keeps their own stash/warehouse.
- Workbench: crafting/progression is tied to the host’s base.
- World state: maps and containers are synchronized for all players during a raid.
- Downed players: there’s no revive. If you die, you switch to spectator until the team extracts.
- Looting: teammates can loot a dead player’s gear.
- Friendly fire: weapons don’t damage teammates in the current build, but explosives do.
These rules are specific to the mod and may change as the developers iterate.
Known limitations and support
- Stability: expect desyncs and occasional crashes. This is adding online play to a single‑player game.
- Language: mod discussion threads are heavily Chinese‑speaking, so English troubleshooting may take longer.
- Bug reporting: use the Steam Workshop discussions for the co‑op package you installed.
Quick setup reference (host vs. joiner)
| Role | Steps |
|---|---|
| Host |
|
| Joiner |
|
If it doesn’t work
- Verify every dependency is installed from the Workshop collection and appears in the Mods list.
- Double‑check the load order: HarmonyLib, LiteNetLib, Debug CMD Mod, Co‑Op Mod.
- Make sure both players started new saves after enabling mods.
- Confirm you’re using the host’s IPv4 address (from Radmin or your local adapter), not IPv6.
If you continue to hit errors, try recreating the VPN network or switching to a local LAN test to isolate networking issues from mod problems.

Co‑op transforms Duckov’s loop, but remember you’re stacking a network layer on top of a single‑player foundation. Keep expectations in check, stick to the required load order, and use LAN or Radmin for the cleanest path into shared raids.






