01 / PARTIAL
SAVE & RETURN
An earlier moved-ship checkpoint survived a full restart. A later offshore save rejected unsupported loot, and a separate restart test sent the ship back to an old position.
WHAT NEEDS TO PASSRepeat an offshore save, rejoin and full restart with the ship, players and supported inventories intact.
02 / BLOCKED
DIESEL & FUEL
A test-filled tank matched on both clients and survived restart. The Diesel Engine still reports an unmet requirement; normal refuelling and consumption have not passed.
WHAT NEEDS TO PASSSupply fuel through normal gameplay and verify that both clients agree as the engine consumes it.
03 / INVESTIGATING
ONE SHARED WORLD
Client-only fire and a clock difference were observed. Hull damage sits outside the current module sync; the cause of the fire mismatch and weather agreement remain unresolved.
WHAT NEEDS TO PASSCheck hull health, visible effects, time and weather together in the same two-client session.
04 / INCOMPLETE
CABLES & WORLD LOOT
Cable items can move through shared cargo. Cable placement is still client-only, and broader world pickup needs a shared transaction before it is ready.
WHAT NEEDS TO PASSComplete an interaction once, charge the correct player once, and preserve the result for both players after restart.
05 / UNVERIFIED
LONGER SESSIONS
A fresh pair joined with the guest alive and remained connected in a short follow-up. An earlier unexplained guest death, reconnect behaviour and full campaign coverage remain open.
WHAT NEEDS TO PASSRepeat longer journeys, reconnects and campaign interactions on a single build with all earlier checks still passing.