Review 04 510 matches logged Score 8.2
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Review · Cooperative survival

Spore Depths Assumes Your Connection Will Fail, Which Is Why Nothing Falls Apart When It Does

Thirty ticks is unremarkable. Six regions is above median. What makes this the most robust cooperative game in the archive is a four-minute reconnection window and a design that never puts an irreversible decision inside a two-second interaction.

Score 8.2 · 510 matches logged · Tick rate 30 Hz

Most cooperative games treat a dropped connection as an exception to be handled badly. Spore Depths treats it as a normal Tuesday. That single assumption, threaded through every system, produces the most connection-tolerant design we have measured.

A subterranean cavern of luminous fungal growths with a small human figure crossing a rope bridge, teal spore light and orange lantern glow
Four players, thirty ticks, and a set of systems that never asks the network for something it cannot deliver.

The numbers are ordinary

Thirty ticks, an interval of thirty-three milliseconds, one point eight visible corrections per match. Six hosting regions, which is above the archive median of four. None of that is exceptional and none of it needs to be, because nothing in this game is decided in under a second.

This is the point our desk makes most often and which the industry hears least: the required tick rate is a function of the design, not a badge. A hundred and twenty ticks would be wasted here. Ten would not, quite, be enough — but thirty is comfortable, and the studio appears to have measured that rather than guessed.

InteractionDurationReversibleDisputed at 240 ms
Harvesting a growth2.4 sYes1%
Handing over an item0.9 sYes4%
Repairing a lamp3.1 sYes2%
Reviving a teammate5.0 sYes3%
Sealing a breach6.5 sPartially7%

Every interaction is long, and every interaction can be interrupted and resumed without loss. Compare Frost Relay, where two players repairing the same panel produce a visible contest over the interaction at high latency. Here they queue.

The four-minute window changes behaviour

When a player drops, their character remains, inert and safe, for four minutes. Slot, inventory and position all held. Ninety-six per cent of our sessions that experienced a disconnection continued to completion; the archive median is fifty-two per cent.

What we did not expect is the behavioural effect. Groups stopped treating a drop as a betrayal. Nobody looted the inert body, because the game makes it clear the body is coming back. In games with a forty-five second window our testers reported an audible sigh and an immediate redistribution of the missing player's equipment.

Give people four minutes and a dropped connection becomes a pause. Give them forty-five seconds and it becomes a funeral.

What thirty ticks does cost

There is one system where the update rate shows: the spore surges, which are the game's only reflex-timing event. A surge gives roughly four hundred milliseconds of warning and requires you to be behind cover. At thirty ticks and two hundred and forty milliseconds of round-trip time, our far-position testers were caught by surges they had reacted to in time.

Seven per cent of surge deaths at high latency were disputed with cause. That is a small number attached to the one mechanic that does not fit the rest of the design, and the fix is either a longer warning or a shorter distance to cover, neither of which touches the network.

Six regions, no visible latency

Six hosting regions is genuinely good and the matchmaking prefers a near one without being asked. The omission is the same one almost every game here makes: nowhere in the interface is your round-trip time shown, so a player having a poor session has no way to distinguish a network problem from a design one.

Slipstream Nine and Rooftop Duel both show the figure before you commit. It remains baffling that this is unusual.

MeasureSpore DepthsArchive median
Tick rate30 Hz28 Hz
Hosting regions64
Visible corrections per match1.83.6
Reconnection window4 min45 s
Sessions surviving a drop96%52%

The short version

  • Thirty ticks, correctly matched to a design with no sub-second decisions.
  • Six hosting regions with near-region preference in matchmaking.
  • Four-minute reconnection window; ninety-six per cent of interrupted sessions completed.
  • Every interaction long, interruptible and resumable without loss.
  • Spore surges are the one reflex event and the one thing latency spoils.
  • Round-trip time still shown nowhere in the interface.

Verdict

Eight point two. Not the highest tick rate here and not trying to be. This is what it looks like when a studio designs the game around the network it will actually get, and it should be required reading for anyone building cooperative play.