InscryptionOnline
Player-versus-player multiplayer for Inscryption. All three acts, Steam lobbies, deck builder with sigils and a draw order you set.
Screenshots 2 screenshots
About this mod Author’s original text
Inscryption Online
Networked player-versus-player for Inscryption, running inside the real game client.
Everything that existed before this was either local hotseat, a Tabletop Simulator
table, or a browser/Godot reimplementation of the card game. This is the actual game,
over the network, against another person.
A match between two players - the opponent's board, turn indicator, and your hand.
Deck building uses the game's own card table.
What works
- All three acts. Play on Leshy's table, the GBC pixel game, or P03's board. The
host picks; both clients load the same act. Each act keeps its own deck.
- Steam lobbies and P2P — host, browse, join. No IPs, no port forwarding, no
master server. Verified across two machines on two Steam accounts.
- Direct IP / LAN as a fallback for non-Steam copies.
- Standalone versus mode launched from the main menu. No campaign run required, no
map node consumed, and saving is disabled for the duration so a match can never touch
your save.
- Real turn order with a turn indicator; cards appear on the opponent's board as
they are played.
- Authoritative board sync each turn, carrying each card's attack, health and any
sigils it has picked up — so a buffed or damaged card reads the same on both screens.
- Nine match rules, set by the host and played by both: card draw (random or in deck
order), damage to win, starting hand, draws a turn, deck size, sigils a card, side pile,
who goes first, and starting bones. Default is always one click away.
- A lobby. Both players by name with their own ready state; the match starts the moment
it reads 2/2. In a match the top of the screen carries the score: both names, both leads,
and whose turn it is.
- Chat in the corner of the screen, and fixed phrases on the number keys during a match.
- Deck builder using the game's own 3D card table, paged, persisted to disk — one
deck per act, each restricted to cards that act can actually draw and pay for. The deck
has an order you can set, which is the order it is dealt in under the in-order rule.
- Sigils on your own cards. Put extra sigils on any card in your deck. The
picker shows that card wearing each sigil, so you choose by looking at cards rather than
reading a list, and only sigils the act can actually draw are offered.
- A multiplayer card on the title screen — drag it into the slot to open the menu,
alongside New Game and the rest.
- Clean match end on both clients, back to the main menu with the result.
Install
- Steam → Library → right-click Inscryption → Manage → Browse local files
- Extract InscryptionMP-install.zip into that folder, next to Inscryption.exe:
Inscryption.exe
winhttp.dll
doorstop_config.ini
BepInEx/plugins/InscryptionMP.dll
- Launch the game and press F7.
Version compatibility. The handshake carries a protocol version, and a newer client
speaks an older one's dialect rather than refusing it:
| Your build | Plays against |
|---|---|
| 1.5.x | 1.5.x, and 1.1.x–1.4.x without the newer extras |
| 1.4.x | 1.4.x–1.5.x, and 1.1.x–1.3.x without the newer extras |
| 1.3.x | 1.3.x–1.5.x, and 1.1.x–1.2.x without the newer extras |
| 1.1.x–1.2.x | each other, and 1.3.x–1.5.x |
| 1.0.x | nothing newer |
Against a pre-1.5 peer there are no match rules — they cannot be told what the rules are, so
the match is played under the defaults whatever the host picked, and the panel says so.
Against a pre-1.4 peer there is also no lobby vote, so the panel falls back to the older rule
where either player starts and both are pulled in. Against a pre-1.3 peer you additionally
lose stat corrections, synced sigils and Sniper aiming; the match works, there is just
information their client never sends. 1.0.x is refused outright because it predates act
negotiation, so the two clients would load different scenes. Mismatches are reported at the
handshake, not halfway into a match.
Playing
- One player clicks Host Lobby, the other clicks Find Games and picks the lobby.
The list keeps itsel
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: