Arcadigo guide
How to Play Core Crew: Linked Repairs, Seal and Heat
Learn Core Crew’s Repair progress, eight linked faults, 1.2-second partner Seal, three-second heat freeze and two-player matchmaking.
What is Core Crew?
Core Crew is a free two-player online cooperative reactor game. There is no opposing team. Both crewmates share the same 60-second clock, reactor heat and survived-or-meltdown result.
The reactor produces a deterministic sequence of faults. One player holds Repair until the selected fault reaches 100 and becomes primed; the other distinct crewmate must use Seal on that fault within 1.2 seconds. Complete eight linked Seals before the horn while keeping heat below 100 to survive.
This guide explains linked repairs, positioning, the three-second Seal action and transparent AI matchmaking. When active, open Core Crew to enter as one half of the crew.
The crew wins or loses together
Core Crew does not split players into alpha and beta opponents even though its internal transport uses the platform’s two-seat format. The public mode is 2-player Crew. Both human partners receive the same outcome and mirrored team score.
Success means sealing eight faults before time expires without allowing heat to reach 100. Heat reaching 100 causes an immediate meltdown. Reaching the 60-second horn below the repair target also causes a meltdown, so simply waiting safely is not a valid strategy.
The shared score rewards completed repair work, synchronization and stability. Do not compete with your partner for the last touch. The system is designed around two distinct inputs on the same fault.
Read the fault states
Fault nodes appear around the core with a severity and Repair progress. Before moving, check which fault needs attention, how much pressure it adds and whether the other player is already closer.
Both players following the same path wastes coverage. A useful default is to hold different sides of the reactor while no primed fault is waiting. When a warning appears, the closer player builds its Repair progress and the partner starts closing the distance for Seal.
After a Seal completes, begin spreading again. Staying stacked at one position makes the next opposite-side fault expensive and gives heat more time to rise.
How the 1.2-second linked finish works
Repair is progress, not a single priming tap. Stay in range and hold Space or the Repair button until the fault reaches 100. That primes it and opens a 1.2-second window. The other crewmate must then use E or the Seal button on the same fault. The player who primed it cannot satisfy both halves alone.
The repairing player should stop just short of 100 if the partner is still far away. Priming too early creates urgency and an expired link falls back to partial progress. The second player should watch the visible primed state instead of guessing from an animation; the server confirms whether the distinct Seal arrived in time.
On keyboard, use Space for Repair. On touch, use the dedicated Repair button while in range of the selected fault. Movement remains active while approaching, but the action requires a clear objective selection.
What Seal does
Seal is the required partner finish for a primed fault. Use E on keyboard or the Seal button on touch within the 1.2-second link window. A successful Seal clears the fault, counts toward the eight-fault target, lowers heat by 8 and freezes all further heat growth for three seconds.
That three-second freeze creates time for a real rotation. Once the server confirms the Seal, scan the remaining fault severities and move apart toward useful coverage before heat starts rising again.
Do not mash Seal on an unprimed fault or aim at a different nearby node. The server accepts it only from the other crewmate, on the primed target and inside the link window.
Manage heat as a deadline
Heat is a shared 0–100 failure meter. Unresolved faults add pressure; completed linked repairs stabilize the run. Watch the direction and speed of the gauge rather than only its current number.
At low heat, a slightly wider movement plan can prepare the next fault. At high heat, stop optimizing score and complete the nearest valid Repair-to-Seal chain. Every successful Seal creates the same short recovery window, so use those three seconds deliberately.
No player can privately survive a meltdown. If one player abandons the repair to chase an individual score, both receive the failed result.
Positioning for two people
Imagine the reactor as two coverage halves. Start separated enough to reach different faults, but converge before Repair reaches 100 so the partner Seal remains possible within 1.2 seconds. Move toward the center when the next target is not yet clear.
The player who primes should remain nearby until the server confirms the seal. Leaving immediately can make it harder to understand whether the second input arrived or whether the fault needs another attempt.
After confirmation, the player facing the next likely open lane can move first. Core Crew has no permanent engineer class, so positions should change throughout the run.
Instant Match and Human Only
Instant Match searches for a human partner and may fill the second seat with clearly labelled AI after the configured wait. The AI obeys the same Repair progress, heat, travel and 1.2-second partner-Seal rule. It is never labelled as a person.
Human Only waits for a second human and never adds AI. Core Crew supports exactly two seats in this release—there is no 1v1 battle and no four-player mode. Private challenges and registered parties are not promised for version 1.0.
A reliable first-reactor routine
Begin on opposite sides of the core. When the first fault appears, let the closer player build Repair progress while the partner approaches. At 100, complete the distinct Seal within 1.2 seconds, confirm the cleared state and spread toward separate fault zones again.
Use each successful Seal’s three-second heat freeze to reposition. Count progress toward eight, but keep watching the gauge. The beginner rhythm is split, repair, converge, seal, reset. Repeat it eight times before the 60-second horn.