Single player in Farwilder runs on the same server rules a multiplayer host uses. On September 12 that foundation passed its first test with real game processes connected: a dedicated server and two clients, each with its own inventory, sharing one ore rock. The test covered both players hitting the rock in the same frame, joining a world already in progress and reconnecting. A host playing alongside one client also passed.

The server now saves every player’s record, so after a restart a returning player gets their copper and position back. A randomized restart test found a subtle fault: a restarted server could hand out connection numbers that an old connection still held. Each server run now gets its own random identifier.

1,772 ignored corrections

Movement was harder. In one local test run the server sent 1,772 corrections to a client’s position and the client ignored every one. Each machine builds its own terrain, and the corrections referred to ground the client could not find. Characters now stand on an invisible, fixed copy of the ground that every machine agrees on. Drawing that copy directly showed a gray checkerboard, so the visible terrain stays separate. A join now costs about two corrections.

This is groundwork tested on one machine, not online play. Joined players only have basic walking and jumping, other players have no visible body yet, and two later multiplayer changes were rolled back after test failures. No player count has been announced.