The quick answer
Pit of Goblin 1.0 supports up to six goblins and crossplay between PC, PS5 and Xbox Series X|S. Note whether the problem happens while joining or after the expedition starts. Patch 1.0.5.0 extended the host’s wait for slow joins. Friendly Foe separately investigated reports of desync in six-player runs.

Assemble the right lobby
The 1.0 launch increased the player limit from four to six. Friendly Foe lists crossplay between PC, PlayStation 5 and Xbox Series X|S, and named Game Pass in the launch announcement. Before gathering a mixed-platform group, have everyone check for the available game update and confirm they are opening the full game.
Have the host and the first guest try the join while the rest wait. Record what the guest sees if the connection fails. Once two players can enter, add the others and keep track of the first join that changes the behavior. This is a way to reproduce a problem for a report.
| What you see | When it happens | First check |
|---|---|---|
| Guest remains at 15% | Before the guest enters the lobby or run | Record the percentage, guest and host platforms, and whether other lobbies work |
| Guest disconnects during a slow load | While the host waits for a connecting client | Check the build on both sides and record when the disconnect occurs |
| Teammates see different positions, enemies or objects | After the group is in the expedition | Compare the host view with a guest view and note the floor and headcount |
| Magic Tomes are missing after loading | After saving and reloading | Check whether the save was made with the 1.0.5.0 Bucket fix applied |
Joining stalls at 15%
The developer’s pinned thread covers a stall at 15%. The November 6 patch also extended how long a host waits before rejecting a connecting client, with the aim of reducing some slow-load disconnects. Developer Nitch later said they believed the original 15% issue was fixed, while players continued to report joining trouble. If a join still stalls, try another lobby and note whether that succeeds. Report the affected host and guest platforms, regions, game versions and exact point where loading stops.

Everyone joined, but the expedition is out of sync
A Steam player reported walls or enemies appearing differently for different players and teleporting movement in a large lobby. Friendly Foe replied that it would investigate. The report describes one group’s experience. To narrow your own case, ask the host and a guest to identify the same landmark or item, then compare what each sees. Note whether the issue began when another player joined, after reaching a particular floor or during a transition back to the Bucket.
If you can repeat the issue, attach the shortest sequence that triggers it. A report with the player count, platform mix, floor and what each player saw gives the developer more to work with than a general description of lag.
When items are missing after a save
The 1.0.5.0 patch addresses Magic Tomes failing to save in the Bucket. Record when the affected save was made and which item disappeared. The update describes the save behavior going forward. Check the existing save before making another run based on an expectation that a missing item will be restored.
For poison, fungal effects and mushroom traps after you load into a run, use the Water Bottle and fungus guide.
More help with co-op & servers across our game guides.
Sources
- 1.0 launch: six players and cross-platform playFriendly Foe · Checked Nov 11, 2026
- 1.0.5.0: join timeout and Magic TomesFriendly Foe · Checked Nov 11, 2026
- Known issue: 15% loading stallFriendly Foe · Checked Nov 11, 2026
- Developer response to a six-player desync reportFriendly Foe · Checked Nov 11, 2026
