Confirmed multiplayer features
The official Steam listing says one player can run a shop alone or join an online lobby with friends, with up to eight players in co-op. It also lists both voice chat and text chat. The developer describes friends handling deliveries and drink making, but does not announce a formal class or role-lock system.
Suggested roles for a first session
These are communication labels, not confirmed in-game jobs. Use only as many as the current menu and shop need, and combine roles in smaller groups.
| Suggested role | Focus | Useful observation |
|---|---|---|
| Order lead | Read demand and coordinate the queue | Which orders block service? |
| Tea and coffee | Handle brewed bases | Which equipment limits throughput? |
| Fruit and toppings | Prepare secondary components | Which ingredients run out first? |
| Assembly and handoff | Finish drinks and serve customers | Where do completed cups wait? |
| Stock and delivery | Restock or handle external orders | How long is the work area unattended? |
Scale the plan from two to eight players
- Two players: one person handles customer-facing work while the other prepares and restocks; swap when either side becomes the bottleneck.
- Three to four players: separate order/handoff, base preparation, toppings/assembly, and stock/delivery only when the menu supports that much parallel work.
- Five to eight players: assign zones and a short callout vocabulary. More people can create congestion if the physical layout is not tested.
Because exact interaction ranges and collision behavior are not documented publicly, the first session should measure whether a role split actually helps instead of assuming that every station needs a dedicated player.
Delivery, employees and Workshop support
The official description confirms multiple delivery platforms with different contract fees, revenue splits, and traffic. It also says players can hire employees and that friends may handle deliveries or drink making in co-op.
Workshop support needs a more careful label. The Steam description says support for custom drinks is planned for the future, and custom decorations are also described as planned. That means community content is part of the announced direction, but this guide will not claim those tools are available on launch day until the retail client confirms it.
| System | Officially described | Launch check |
|---|---|---|
| Delivery platforms | Yes: fees, splits and traffic differ | Names, values and unlocks |
| Employees | Yes: staff can be hired | Tasks, cost and progression |
| Workshop drinks | Future support announced | Launch availability |
| Custom decorations | Planned | Tools and release timing |
Co-op launch checklist
- Confirm how lobby creation and joining work before starting a shared shop.
- Check whether host progress, player progress, or both are saved.
- Test voice and text chat controls and choose a fallback callout method.
- Start with combined roles, then split only when measured demand justifies it.
- Verify Workshop availability in the retail client rather than relying on roadmap language.
