Here's a few local co-op issues off the top of my head: new GUI must be designed and created for the HUD some kind of in-game-rotational-quickmenu SoM-style would be needed, designed and implemented (no way people would stand taking turns in the start menu with 4 players) the camera system needs a rework to "follow" all players rather than only one what should happen if someone tries to leave the screen area? If they are supposed to get pushed back by the camera edge what happes then if a player gets pushed into a wall and get stuck? What happens when someone uses a phaseplate that takes that player off the screen? I'm sure most things can be solved, and we'll take a look at what compromises can be done to make a local co-op mode available when the game is reaching its final stages. Couch co-op is totally awesome but I'm willing to bet that most of our players would actually not be willing to sacrifice the integrity of the design to have it added in, because most players will play either solo or with friends online. Having two completely separate but equally large restrictions to design around at the same time is not something we want for development, and probably nothing most people want. There are much in the game that had to be designed in very specific way purely because we had to take the online multiplayer into consideration. Long answer: multiplayer adds a lot of restrictions and new design challenges. If you're not interested in the game without local co-op, then you should absolutely hold on to your money and see what happens! There is a clear risk that local co-op will never be added due to massively time consuming design challenges, making our time better used elsewhere. Originally posted by Teddy | PixelFerrets:Short answer: We'd love to be able to offer proper local co-op, but for the foreseeable future it's not going to be added to the game.