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.
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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 size | Husks you get | What 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.