Separate three stages: a confirmed friendship, an accepted room invitation, and a usable connection to the host. The game cannot start co-op while a member is connecting or failed. Both players should open the original game directly, use cloud accounts, stay in the room and keep the host tab active; if the room reports a blocked network, it retries automatically and a permitted Wi-Fi/mobile-data comparison is the next test.

Choose the failing stage

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What you seeWhat to doSuccess / next step
Friend request says sent / no Invite buttonThe recipient must accept the friendship first. Then both should be online and outside another active run; only the room host invites.A confirmed friend has an Invite action when eligible; then send a separate room invitation.
Invitation expired or room no longer existsAsk the host to keep/open a current room and send a fresh invitation; accept it on the invited account.The recipient appears in the current lobby; an old invite cannot reopen a deleted room.
Room full or already startedMaximum room size is four. Join before the host starts; if the run already began, arrange the next room rather than repeatedly accepting the old invitation.An open room has space and lists the invited player before start.
Connecting… / could not connect, retryingWait for the room’s retry with both tabs active; compare a permitted different Wi-Fi or mobile-data connection. Do not delete accounts to fix a peer-network failure.Each peer becomes Connected and the host’s Start button enables. If not, record the exact room message and both connection types.

Host and guest: the full room sequence

  • Both players: sign in to the original online game with cloud accounts. Open Friends, choose a nickname and Save nickname. Nicknames use 3–16 letters, numbers or _.
  • Host: enter the friend’s exact nickname and press Add friend. Friend: accept the request in Friends. A sent request is not yet an accepted friendship.
  • Host: when the accepted friend is Online, choose Invite. Guest: choose Join on the room invitation. The room holds four players including the host.
  • Wait until peers show Connected; then the host chooses Start game. Guests enter together when the host starts, not from their own separate solo run.
  • Keep the host tab active. Item/Bond choices and an inactive host tab pause shared play. Revive a fallen teammate by staying close for 3 s while keeping incoming warnings clear.

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