01Give each player one job before the first night
Co-op difficulty can scale with party size, so a larger squad should use its extra hands rather than sending everyone on the same loot loop. The roles below are practical suggestions, not mandatory class picks; adapt them to the actual lobby and the classes your group owns.
02A four-role opening plan
- 01Scout and navigator: reveal nearby map, find cabins and child-poster directions, and call out a safe return route.
- 02Wood and fire: gather logs and Saplings, keep the fire alive, and save enough construction material for the next bench or defense.
- 03Loot and trader prep: search buildings and chests, bring back fuel and useful supplies, and look for a Rabbit Foot before the reported Day 2 trader visit.
- 04Base and support: organize shared supplies, watch the camp, prepare healing and defenses, and replant trees around the base. Rotate this job if the group is small.
03When to regroup
- 01Before dusk, when a teammate is low on health, or when someone finds a child cell or a high-risk enemy group.
- 02Do not split the squad to fight a guarded child unless everyone knows the route and has a way to regroup.
- 03For the first rescue, pull one wolf away from the pack at a time; for bear groups, use traps and ranged attacks if available.
- 04After a rescue, regroup at camp. The faster day progression means the next night arrives sooner in game-day terms.
04Class advice without a brittle tier list
Class rankings change with patches and player skill. A published PC Gamer guide recommends low-cost utility picks such as Scavenger for extra sack space, Lumberjack for wood gathering, and Explorer for scouting; it also notes that resource-support roles can help a co-op group. Treat these as role examples rather than a current universal ranking, and check the in-game class shop for present costs and perks.
