FateBound

v0.4.5·Updated 2026-10-02

Fate binding: All players are connected by a chain of fate, sharing the same blessings and misfortunes. Injuries and hunger are shared, and you are slowly poisoned if you fall behind, and stop as soon as the distance is restored. The chain is a string of real iron rings. It can go around the terrain without breaking through the mold, and it can go as far as it goes. It also remembers which side it has gone around and will not twitch. Hold down the right button on a chain and pull the person on the other end of the chain up, at the cost of consuming your own physical strength. Chain displays are centrally controlled by the homeowner. At least 2 people are required to be online, and the configuration and prompts are all in Chinese.

About this mod Machine translation

FateBound fate binding

Tie a group of people together with the chains of fate - if they want to run together, if they want to die together, they will die together.

Supports 2~6 people online.

what to play

A chain binds the whole team. At the beginning, all players are connected by chains of destiny. The screen is a series of real iron rings, interlocking with each other, which will bypass the terrain and models and will not penetrate the wall.

The chain won't shake around. When circling a stone, it will no longer flip back and forth on both sides; point changes, wall sticking, and substitutions, which used to cause convulsions, have all been dealt with.

Falling behind will be poisoned. When the distance from teammates exceeds the "maximum chain distance" (default 30 meters), the poison will start to be stacked slowly, and it will stop as soon as the distance returns to the range. It's poisoning, not blood deduction - it's slow and continuous, and the poisoning itself will naturally subside, so it's okay to pull away occasionally, but running far away will cause problems.

Injury shared. If any one person is injured, each member of the team will lose one piece (default ratio 1.0). The hunger value is the same and can be turned off separately.

Drag pull. If the person in front runs hard and the person behind fails to keep up, the person in front will be pulled back by the chain; conversely, the person behind will be dragged away. Only recognize "escape in the direction of the chain" - running towards teammates, panning sideways, or two people running in the same direction will not be pulled inexplicably.

When multiple teammates pull you at the same time, each chain pulls a copy, and the final vectors are added up - not just picking one person.

So when you have a teammate above you and a teammate in front of you, you will be pulled in two directions at the same time, and the resultant force is diagonal.

The default pressure in the vertical direction is 30% (vertical pull force ratio). If you don't want to be pulled up by the person above, adjust it to a smaller value. If the pull force is adjusted to 0, it will fall completely on the horizontal plane.

What is shared is the status, not the health bar. Each person still has his own health bar and hunger bar; sharing means "one person gets beaten, and the whole team loses one."

What does the chain look like?

It was a string of real hoops, not a pattern painted on a belt. Each ring is a three-dimensional grid calculated at runtime. Two adjacent rings are 90° perpendicular to each other.

So it seems to be really interconnected. Ring diameter, wire diameter and pitch can all be adjusted.

The chain remembers itself. When circling a stone, "circling from the left" and "circling from the right" are two equally valid results;

In the past, when the calculation was recalculated every frame, the chain would snap back and forth on both sides of the stone - the "twitching" you see.

Now it starts from the shape of the previous frame and continues to solve it. It will remember which side it went around just now, so it no longer turns over, and the drape feels more like a real chain.

But it never gets stuck. The step of "pushing each link out of the terrain" is still executed unconditionally every frame and runs at the end——

Therefore, "no mold wear" is a structural guarantee, not a result of parameter adjustment. Teleportation, rebirth, and network jitters will not leave bad status behind.

Did a teammate fall into a trap? pull him

Hold down the right mouse button on the chain and pull the person at the other end of the chain - it refers to which chain you pull, the system does not select the person for you.

The chain you're looking at will light up one notch, and you'll know who is pressing it without pressing a button.

Nothing will happen when you right-click when not facing the chain, and it does not affect the original operation.

The price is that your own physical strength will d …

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_PEAK

File & checksum

Filename
FateBound-0.4.5.zip
File size
72.9 KiB