Start with a co-op lobby and a team of two to four

Dungeonbound's Co-op Climb lets a group descend together without combining everyone's build into one character. The official setup is to host a lobby, choose heroes, and climb with two to four players. Each player brings an individual hero and equipment board, while the team shares five hearts.

That shared heart pool is the first rule to understand before starting with friends. Your characters and purchases remain separate, but the team's survival resource is collective.

The official Dungeonbound Steam description documents the player limit, lobby-based setup, and separate player resources. Later demo updates add specific lobby tools without establishing an invitation-code procedure.

Use the documented lobby options

The supported setup information gives you this practical starting sequence:

  1. Have one player host a lobby.
  2. Choose the heroes your group will bring into the climb.
  3. If using the public lobby route, the host can set the lobby to Open, and joining players can use Find Lobby to browse open rooms.
  4. Confirm that your group is together before treating it as the team for the climb.

Open and Find Lobby were described in the v0.1.46 Halloween update as co-op tools for playing with strangers. An open room is therefore a public option, not a documented guarantee of a friends-only lobby.

The same update added Show Chat and the host's ability to remove players from the lobby. The v0.1.51 notes later added QUICK JOIN and a ping display. Those names are documented, but the notes do not say that QUICK JOIN specifically targets a particular friend's room.

The obtained sources do not establish a room-code format, an exact Steam-invitation button sequence, or cross-platform joining rules. Do not substitute an invented invitation process for the lobby options that are actually described.

What is shared and what stays individual

Co-op combines team survival with independent equipment decisions:

Resource or systemCo-op arrangement
HeartsFive shared by the team.
Hero and equipment boardEach player brings their own.
Gold and shopSeparate for each player.
RelicsPlayers keep individual selections.
Dropped lootPlayers choose what they want; dice resolve competing claims.

The game also supports passing equipment by dropping a piece onto a teammate's board. That gives your group a way to redistribute an item without assuming that everyone uses the same purse or shop inventory.

How the team climb plays out

The official description says fighters enter one after another while teammates watch the battle live. Team rivals are stored parties from other players' climbs, and team leaderboards are separated for groups of two, three, and four.

The v0.1.50 update added a saved climb for each team and allowed a player who quits to be replaced by a bot. Those are documented team-run features, not a guarantee that every disconnect automatically restores the same lobby or player state.

If a friend encounters a joining or reconnecting issue, keep the game version and exact symptom with the report. The demo notes include fixes for stuck lobbies, rejoining, gates, and disconnects, but they do not establish one universal network workaround.

FAQ

How many friends can play together?

The official Co-op Climb description supports two to four players, meaning you can play with up to three friends.

Does each player get five hearts?

No. The team shares a single five-heart pool.

Do players share one shop and gold balance?

No. Each player keeps an individual purse and shop, along with their own hero, board, and relics.

Is there a verified lobby-code joining method?

The obtained official material documents hosting, Open lobbies, Find Lobby, and QUICK JOIN. It does not specify a lobby-code format or a complete invitation-button sequence.