v3 is out as a public test, and the big one's in: proper co-op. Same enemies, same pickups, same puzzles and bosses for everyone in the level, starting with Tomb Raider I Remastered. It's also a rebuild from the ground up in native C, so it's tiny, and every option now lives inside the game's own menus.
v3.0.0-rc1 at a glance
- Co-op for Tomb Raider I Remastered: the whole environment is shared across the session, every enemy, push block, pickup, switch, trap, puzzle and boss
- Rebuilt from scratch in native C, a launcher and one DLL, about 5 MB
- Every mod and multiplayer option is in the game, under Control Settings, on the main menu and in the pause menu
- No hard-coded hotkeys, you bind Swim Fly, Skip Level, Change Outfit and Chat yourself
- New mods: 1 HP, Skip Cutscenes, Look to Retarget, an Enemy Health scaler and a Pickup Quantity scaler
- Invincible Lara is actually invincible
- Teleport is a chat command, nameplates are smooth, and the hair braid renders properly on other players
- Portable. Latest patch only, on Steam, GOG and Epic
- v2 stays up as the stable version while this one's in test
What is v3?
v2 was Node.js and Frida, and about 120 MB of it. v3 is native C, a launcher and one DLL, about 5 MB all in, and nothing else. The launcher, the multiplayer and the mods have all been rebuilt from scratch, and so has the server behind it.
The other big change is where the options live. Every mod and multiplayer setting that used to be a launcher toggle is now in the game itself, under Control Settings on the main menu and in the pause menu, in a new Mods/Multiplayer entry. You set things up while you're playing, so there's no more tabbing out to the launcher and back.
What does co-op share?
Turn up in the same level with Co-op Environment on, which it is by default, and you're in one run. Enemies, push blocks, pickups, switches, traps, puzzles and bosses are the same for everyone. Kill something and it's dead for the lot of you. Pull a lever and everyone walks through. T-Rex, Torso, Natla, all of it, no level or boss is left out.
Co-op is three options, and you can mix them:
- Co-op Environment, on by default. The parent option. Enemies, objects, puzzles and bosses are shared. Turn it off and you're back to v2-style multiplayer, where you see each other but play your own game.
- Co-op Weapons, on by default. Weapons and ammo in the inventory are shared across the session.
- Co-op Medipacks, on by default. Same again for medipacks.
So if you want a shared world but your own set of guns, turn off Co-op Weapons and keep the rest.
Lara's health is yours alone, it's never shared. If you die, restart the level: you land back at the start, synced to where the session's got to, and run back through to catch the others up. Late joiners get the same treatment, you drop in and get brought up to the current state of the level. Saving and loading works too, but a load syncs you to the session as well, so it's your position that comes back, not your version of the level.
Level ends are per player for the normal exits. You walk out, you go to the next level, the others follow when they're ready. The exceptions are the ends tied to key events: Larson going down in Tomb of Qualopec and taking the Scion in Sanctuary of the Scion send everyone in the session through together.
The client draws up to 32 players in a level. The server itself has no cap.
Flipmaps in co-op
The classics swap a room for its alternate version when a trigger fires, and with a few of you starting a level, someone ends up stood on one by accident and the map flips when it shouldn't, for everyone. So co-op takes a handful of those triggers out, and the session stays in step with no surprises. Offline, and with Co-op Environment off, the levels are exactly as they were.
- Tomb of Qualopec. The flipmap triggers at the start of the level are gone.
- Palace Midas. The flipmap triggers are gone, so pushing the block out is the only thing that flips the map, and it flips both rooms at once.
- Atlantis. Some flipmap triggers are gone, so nobody gets softlocked behind the door and the flickering lights don't bug out.
How does it work?
In v2 all that went over the wire was where Lara was and what animation she was in, and your game drew everyone else from that. In v3 the level itself goes over too. It's a non-authoritative model: each player's game sends out whatever it's changed in the level, the server passes that on to everyone else, holds onto a bit of it for maintenance, and gets anyone who joins up to the same baseline.
Enemies are the one place something gets a bit of authority. Whoever's closest and being attacked is driving that enemy, and everyone else is watching their version of it. Traps, switches, doors, blocks and the rest are hooked directly in the native code to emit events when they change.
What's different from v2?
- Native C, a launcher and one DLL, instead of Node.js and Frida. About 5 MB instead of about 120.
- Every mod and multiplayer option is inside the game's menus, not the launcher.
- No hard-coded hotkeys. Swim Fly, Skip Level, Change Outfit and Chat are bound to whatever you like.
- Teleport is a chat command now, not a hotkey.
- Perma-damage can't leak health back between levels any more. The restore is gone from the game's own code, so there's nothing to catch.
- Invincible Lara is actually invincible. Boulders, spikes and boss one-hits used to get through in v2. They don't now.
- Nameplates follow Lara's head smoothly instead of the v2 jitter.
- Change Outfit is a key press that cycles to the next outfit live, and the on-screen mods menu is gone.
- Achievements are disabled while v3 is running, so nothing you do with the mods counts towards them.
- Portable, no installer.
What's in the Mods/Multiplayer menu?
Control Settings, then Mods/Multiplayer. Here's the lot.
Mods
- Super Jump. Same jump as before, reworked underneath so it's consistent every time.
- No Fall Damage. Drop from anywhere.
- Perma-damage. Health doesn't come back between levels, and in v3 that's bulletproof.
- 1 HP. New. Holds Lara at 1 HP, so anything that touches her kills her.
- Invincible Lara. The old Infinite Health, renamed because it finally means it. Boulders go straight through her, spikes don't kill her, bosses can't one-hit her. Nothing does.
- Breathe Underwater. The old Infinite Oxygen. The bar never drops.
- Skip Cutscenes. New, and straight out of a Discord suggestion. Not a single frame of cutscene or FMV.
- Look to Retarget. New, another Discord suggestion. Mid-fight, press the look key once and Lara swaps to the nearest other enemy.
Multiplayer
- Chat. On or off. Off means the chat key and the chat box do nothing.
- Nameplates. Names above heads, smooth this time.
- Health Bars. Bars above heads, with or without nameplates.
- PvP. Shoot, damage and kill anyone else who's also got it on. Nobody who hasn't.
- Co-op Environment, Co-op Weapons, Co-op Medipacks. Covered above. All three on by default.
Photo Mode still picks up everyone in the level, same as before.
Scalers
- Enemy Health, 1x to 10x. Every enemy in the level gets that much health. Works in co-op, in plain multiplayer and offline.
- Pickup Quantity, 1 to 10. One item on the floor, and you get that many of it when you pick it up. Set it to 4 and a medipack is four medipacks.
Key Bindings
Nothing is bound out of the box, so open Key Bindings under the same menu and set these before you go looking for them.
- Swim Fly. The remasters still have DOZY in them, same as the classics, it's just not reachable. Now it's on a key. Press it to swim through the whole level, press it again to drop out. Land enemies can't touch you while you're in it, and you can't pick anything up, which is why it's a toggle and not a setting.
- Skip Level. Was a fixed key in v2, now it's yours.
- Change Outfit. Press it and Lara's in the next outfit, live, mid-level. No menu.
- Chat. Opens the chat box, bottom left. While it's open you're typing, not playing. Press it again to close, or send a message and it closes itself.
Chat and /teleport
Messages go to everyone in the same level and the same lobby, and that's it. Nothing crosses levels, nothing crosses games, and it's the same chat wherever you're stood in the level.
Teleport lives in here now. Type /teleport and a name and you're stood next to them. Start typing the name and press Tab and it fills in the first match, so /teleport P then Tab gets you to Para if Para's in the level.
Which games and levels?
Tomb Raider I Remastered; the full game, Unfinished Business and Croft Manor.
TR2 and TR3 are next, in that order, once TR1 is solid.
Which patch is supported?
Latest only. That's Challenge Update 3 from 20 August 2026 on Tomb Raider I-III Remastered, on Steam, GOG and Epic. Older patches aren't supported on rc1.
Windows only, officially. Because it's native C there's a fair chance it runs under Proton on Linux, but it's untested. If you're on Linux, try it and tell us in #feedback either way, and if it needs work to run on Proton, that can happen.
How do I use it?
- Download the zip, extract it, and run
trrm-v3.0.0-rc1.exefrom theTRRM-v3.0.0-rc1folder. Nothing installs. Keeptrrm.dllnext to the exe, it won't run without it. - In the launcher pick the game, the server, offline or online, your username, and either the public lobby or a lobby code you've agreed with your friends. These are fixed once you've launched, so to change one, un-inject and launch again.
- Launch. It starts the game if it isn't running, or attaches to it if it is. It finds your Steam, GOG or Epic install on its own.
- In the game, Control Settings, then Mods/Multiplayer. Set your toggles, then open Key Bindings and bind Swim Fly, Skip Level, Change Outfit and Chat. Nothing is bound by default.
- Load into a level. Anyone in the same lobby and the same level with Co-op Environment on is in your run.
The public lobby is just a fixed code everyone shares, so it's the quickest way in. A code of your own means you'll only see people who typed the same one, co-op included.
Offline mode runs every mod without a server. The multiplayer-only bits, chat included, are dimmed out until you're online.
What's the public test for?
rc1 means it works and it isn't finished. It's a release candidate, not the stable build, and the point of putting it out is to get it played to death by more people than I can test with. Please submit all feedback you have in Discord, including any videos and screenshots to help understand the issue.
What I need from you: play the whole of TR1, co-op and solo, with whatever mods you fancy, and when something major goes wrong, tell me in #feedback on the Discord. Include your level, what you were doing and who was in the session, it saves a lot of guessing.
What happens to v2?
v2 stays up, on its own server, as the stable version while v3 is in test, and it's still getting small fixes. It's also still the only way to play II to VI together for now. v3 is where everything's going eventually, but not until it's ready.
You can have both on the same PC. v2 is the installed app, v3 is the folder you extracted, just don't run them both into the same game at once.
What's next?
TR2 and TR3 in v3. And further down the line, a custom level editor that works with co-op. There's a lot to say about that one, but it's a later update, so that's all you're getting for now.
Join us on Discord
Join the discord for the test, the chat about it, and a load of other Tomb Raiders.