Crimson Moon co-op: disconnects at map changes, joiners stuck on the title screen, host progress not saving

By DayOneFix Editorial · September 2, 2026

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Crimson Moon is a 2-player online co-op game at its core, and co-op is where the launch build is weakest. Roughly a quarter of the negative Steam reviews in our 100-review sample mention co-op or connection problems; the Steam forum’s most active launch threads are Consistent connection loss in co-op and Multiplayer Progression Not Shared?. This page separates what the developer has confirmed from what players are reporting, and lists what you can actually do about it today.

What is officially acknowledged

ProbablyMonsters’ Known Issues (Launch Day) article lists four multiplayer items, in their words:

The same article says Team Metal is “preparing our first hotfix”. No date is given; when a patch note names any of these, the live tracker flips that row.

What players are reporting beyond that

The map-two drop. The clearest pattern in the connection-loss thread: two players clear the first map fine, then the client loses connection the moment the second map starts — “every single time, and then we have to restart from mission one”. Several players describe the same sequence with the friend hosting. It is not on the official list by name, but it overlaps with the Moore Manor freeze and the false “left the session” message.

Lobby churn. Some players report joining hosts, waiting through the host’s blacksmith and merchant visits, then being kicked or dropping before the mission starts. If you are hosting, finishing your hub business before inviting removes most of that window.

Progress and loot. Reports on whether the joining player’s quest progress carries are mixed — one player got side-quest progress in a friend’s lobby, others say they got nothing. What is consistent: loot is not instanced, so both players draw from the same drops. Treat “who gets the item” as something to agree on beforehand.

One more thing several replies point out: Crimson Moon runs on Steam’s networking, so on days Steam itself has outages, a lost connection to Steam ends the session too. That is not this game’s bug, but it looks identical from inside a run.

What to do today

  1. Host from the hub, invite, wait, then start. Do not send invites during a load or after a mission has begun.
  2. Keep runs short until the hotfix. If your group hits the map-two drop, the run is gone; there is no rejoin-in-progress.
  3. Agree on loot before the run. Shared drops are by design.
  4. Back up the save folder before updating. The save-loss-on-update issue is separate and officially high priority; the hotfix that fixes co-op is itself an update.
  5. Check Steam’s status if both of you drop at once — that pattern is usually not the game.

Sources

The acknowledged items are quoted from ProbablyMonsters’ Known Issues (Launch Day) article on the Crimson Moon support site (updated 1–2 September) and Team Metal’s launch announcement on Steam. Player reports are from the Steam discussion threads Consistent connection loss in co-op and Multiplayer Progression Not Shared?, read on the morning of 2 September, and our count across the 100 most recent negative English reviews at the same time. The hub-first invite routine and the loot agreement are our advice built on those reports, not developer guidance.