One modder just gave Prey the co-op Arkane never shipped
The Prey Coop mod wires up to 16 players into Arkane's 2017 immersive sim, syncing story choices, AI, physics and world state. It's the hardest kind of netcode problem - and one person took it on.
Rene Sjeverac
Saturday, August 15, 2026

Sixteen players aboard Talos 1. That's not a Bethesda announcement, that's a mod - and honestly, that origin story makes it more impressive, not less.
Prey Coop, built by a modder going by null234, wires full multiplayer into Arkane Austin's 2017 immersive sim, letting up to 16 players run the station together. According to the project, it syncs campaign progression, story choices, enemy AI, inventory, doors, hazards and world physics across the whole session. Read that list as a player and it sounds neat. Read it as someone who's ever touched netcode and your eye starts twitching.
Why this is modding on hard mode
Bolting co-op onto a corridor shooter is annoying but solved. Bolting it onto an immersive sim is a different sport. Prey's entire identity is simulation state: any coffee cup might be a Mimic, GLOO builds improvised staircases wherever you aim it, half the furniture is a viable weapon, and the story branches on what you did three hours ago. A typical multiplayer FPS only has to replicate players, projectiles and a few scripted events. Here the world itself is the game, and every one of those objects has to agree across every client - otherwise player two is staring at a Mimic that player one already killed, and the whole illusion collapses.
And this is CryEngine, in a game Arkane shipped strictly single-player. There was no dormant multiplayer scaffolding waiting to be switched back on. Someone had to decide from scratch what's authoritative, what gets replicated, and what's allowed to desync gracefully.
Will it actually hold up with a full lobby? The mod is still in Alpha, though null234 says the whole campaign is playable start to finish on both new and existing saves - which for a project like this is already further than I'd have bet. Still, I'll believe 16-player stability when I see it running for an hour without physics objects teleporting around. Projects like this almost always launch with jank, and that's fine. The existence is the achievement; polish is a patch cycle.
The part that sticks with me is the pattern. Modders keep shipping exactly the features publishers write off as commercially impossible. No studio was ever going to greenlight Prey multiplayer - too expensive, too risky, immersive sims already sell modestly. One person with obsession and a debugger did it anyway. Prey was already one of the best games of its decade that nobody bought at launch. Now it has the one thing it never had: a reason to drag your friends onto the station with you.
Image: NASA / Public domain, source: https://commons.wikimedia.org/wiki/File:STS-135_final_flyaround_of_ISS_1.jpg