Phantom Line: Prologue is a dedicated PvE co-op shooter for one to four players — single-player, online co-op and LAN co-op are all supported, and there is no PvP.

More context

This co-op guide covers what actually changes when other people are in the session: husk allocation scales with squad size, equipment gets divided instead of duplicated, and a four-person operation has its own list of jobs to do.

What this co-op guide covers

The game is built for one to four players working together, and it never pits you against other players. It is PvE throughout.

Solo play is treated as a core design case rather than a concession — the goal is to preserve the strategic depth of a full squad when you are alone. That is why the systems are arranged the way they are: a second body and an AI holding it can stand in for the squad you do not have.

The intended shape of a good session is making a plan together, adapting when it falls apart, and finding a way through as a squad.

How husks split by squad size

Body count is the main structural difference between playing alone and playing with friends:

Squad sizeHusks you getWhat that means for you

Solo

2

You control one, the AI controls the other

Two players

2 each

You switch between your own two

Four players

1 each

One husk per Operator, no AI body in reserve

Players joining mid-session take over an available additional husk rather than waiting for the next deployment.

The practical reading is that body count shrinks as the squad grows, which is exactly right: the strategic depth of a full squad is meant to come from the people, not from each person carrying extra bodies. The full husk system — what a husk is, what the AI body is good for, and how to use a second body alone — is in the husk system guide.

Dividing the squad's equipment

In a full squad the tactical layer is coordination and shared equipment. Gear is deliberately divided rather than duplicated, so four Operators are not all carrying four of everything:

  • One player carries the motion tracker.
  • Another carries a heavy shield.
  • Another relies on the Ectometer and the spirit-heat scanners.

That division is what produces the failure mode. If the scanner fails while the team is depending on it, the team is blind, and nobody else was carrying a spare. Deciding the assignment before you deploy is therefore a squad decision, not a personal one.

Running a four-person operation

Missions run as four-person operations, and voice communication matters. The work they call for is the same list every time, whichever anomaly is inside:

  • Watch for enemies that phase through solid matter.
  • Check corners.
  • Hold angles.
  • Cover doors.
  • Revive teammates.

This is the same squad shape that a containment run needs, and it is where the divided equipment above gets used. The full breakdown of a containment run — the order of operations, how detection actually works, and what a cleared site pays out — is in the how to contain anomalies guide.

Hestia as a shared base

Beyond the squad itself, Hestia acts as a shared base of operations. It is where the session ends up as often as the operation does, and what you do there is visible to the rest of the group:

  • Customize your H.U.S.K. and your cabin.
  • Showcase your weapons and armor to other players.
  • Modify your gear and body.
  • Get briefed on the main deck before the next anomaly hunt.

The modification bench is the important part for a squad, because gear is a shared dependency rather than a private one. How the resources that pay for modifications are earned, and what they actually upgrade, is covered in quintessence upgrades.

The full Phantom Line is planned for Early Access with additional playtests before release. The Prologue is the free introductory chapter that leads into it, so what you are playing is the opening slice of a system that is still being built out.