How To Set Up A Multiplayer Game Of Sir, You Are Being Hunted

Once Sir Multiplayer launches – it’s a new executable launched from the launcher, or from the folder – you’ll be presented with a menu screen similar to the Singleplayer game but with some exciting new options.

Multiplayer Main Menu

Start Server
Will open a dialogue with some server options. N.B. We recommend an upload speed of 200Kb/sec if you intend to run a server. Slower connections may be viable for fewer than four players.

Ports and trickery

Sir Multiplayer uses various shenanigans behind the scenes to hopefully make your server hosting experience as simple as possible. In most cases you will not need to forward ports or change router settings to make a server work. If you’re hosting a server that appears in the browser list and other players can’t connect, the most likely cause is the firewall on your computer is not set up to allow Sir through.

If you’re sure the firewall is not the culprit then the default port for the server is 44466, which can be forwarded at your router if necessary.

Once you’ve given your server a name, a password (optional) and set the number of players and pieces you’d like click Start to launch a Server hosted on your machine. You’ll see a window briefly open then minimise. This is the Server. You can use this window to admin your Server or alternatively you can use in-game commands from the Client.

Will open a server browser showing all Servers currently registered with the master server. If you are running a Server it should be listed here. You can also access your Player Settings from here and Direct Connect to an IP if you wish rather than browse.

Go ahead and hit Join next to your server of choice. The list will show the status of the game you are joining. Either:
1) InLobby (waiting to start a game)
2) InGame (the game has already begun, you can still join)
3) WorldGeneration (the world is being created, connecting may be slower)

If you get into a Lobby you have another chance to tailor you character (in case you want to make sure all players involved in the game look different). There is also a chat window you can use here before the game starts.

Doing Admin
If you are currently the Admin for this server (indicated by [A] before your playername) you have various commands available to you. Simply type these into the chat window:
#new – Starts new map. This will work from the lobby even if players are not readied.
#restart – Restarts current map (when you’re already in-game)
#kick playername – Kicks playername
#makeadmin playername – makes playername the admin.
#lobby – returns to the lobby (when you are already in-game).

If you are Not Admin
If you are NOT currently the admin you can either:
#admin password – Logs in as admin if an admin password is set up on the server (note that admins logged in in this way override voted-in admins).

Or use the prefix #callvote to start a vote on any of the other commands. For example #callvote kick playername to kick someone or #callvote new to start a new map. Other Clients then use #vote yes or #vote no to vote on this request.

Bear in mind that the server operator will have ultimate control of the server via the server window itself, even if you are logged in as a Client Admin.

Gameplay Settings
From the Lobby, server Admins can alter the settings for this particular game of SYABH. You can change Gameplay, World and Robots. Within these sub settings you can substantially alter the feel of any given game.

Gameplay settings lets you adjust things like PvP damage factor, the number of pieces required to activate the teleporter, the number of pieces on the island in total and the timer settings for the Stone Circle.

World settings allows an admin to radically alter the make-up of the island you will play on. You can choose from templates which will be familiar to Singleplayer users or create entirely custom biomes. All islands will be procedurally generated from these settings but you can save the seed numbers to replay islands you liked or share them with friends.

Robots settings will let you change what enemies you’ll face, when they’ll turn up and in what numbers. You can even have Robot-free islands if you like!

Once the server admin is happy with the settings everyone should hit the Ready button in the Lobby and the game will begin.

OK, we’re all in, now what?
Mutiplayer games of Sir take place on a Single Island. Only one person can escape and win the game. You must return the set number of Device Fragments to the Stone Circle as per the Singleplayer game but in Multiplayer the Stones are usually only active for certain periods of time (depending on server settings) In other words you can only return Fragments during this active period. You will get a warning when the Stones are about to become active, they will then remain active for x time (depending on server setting) before deactivating again. This cycle will continue until enough pieces have been returned to let one player escape. The player who drops off the last required piece will win. Remember that you can carry more than one piece at a time (if you find small pieces!)
You can find a running count of the number of Fragments returned and required in your Inventory window.

Useful Multiplayer-Only controls
There are a couple of actions available to players that are unique to the Multiplayer side of SYABH.

You can open your inventory for Trade with other players by holding down “o” (by default). Other players will see a White Hand icon above your head when you are doing this. While open, other players may begin a Trade with you. During a Trade players can only give items, not take them from the other player. This prevents anyone stealing your rifle when all you wanted to give them was a bandage…

Reveal Location
You can show other players where you are by pressing the “y” key (by default). This will place a [P] marker on everyone else’s compass showing them your direction. It will also display your name above your character’s head if players are close enough. Both the [P] icon and your name will fade after a few seconds.

In Game Voting
All of the #commands are still available during play. For example you could use #callvote kick playername to begin a vote to kick a troublesome player or #callvote makeadmin playername to make someone else admin.

Press “t” (by default) to chat to other players in-game. PageUp/PageDown (by default) allow you to scroll back through chat history.

Command Line Servers

If you want to run a server without launching the game through the menus, you can run the multiplayer executable directly from the command-line, with the following arguments:

Runs the game headless (with no visible interface). This is useful for dedicated servers on machines with no GPU.

Starts a server without going through any menus.

-port NN
Specifies a specific port for a server to run on. Useful when running multiple servers, or when using port-forwarding through a router.

-numpieces NN
The number of pieces on the island (by default; this can be overridden by an admin).

-piecestowin NN
The number of pieces required to win (by default; this can be overridden by an admin).

-minplayers NN
The minimum number of players required for the game to start.

-maxplayers NN
The maximum capacity of the server.

-password ABCDE
A password for the server. Omitting this means anyone can join. Cannot contain spaces.

-adminpassword ABCDE
A password that allows someone to make themselves an admin (using #admin ABCDE in chat). Omitting this means admins can only be voted.

By default, the server will always ensure that one player is admin (by promoting the first player to join, or a random player when the admin leaves). Adding this flag disables this behaviour.

-servername ABC DEF GHI
Sets the name of the server in the server browser. Note that this has to be the last argument in the list, and will treat the remainder of the commandline as the server name.

Love you!

An Update To The Sir, You Are Being Hunted Multiplayer Test

IMPORTANT NOTE: Instructions to get started in the test are here.

We’re here with the first of a (hopefully) weekly series of updates to the Sir Multiplayer Test. The new version is v0.1.45. If you’ve opted into the Multiplayer Branch on Steam you should get the new update automatically.

The first week of testing went smoother than we could have hoped for with our official servers more or less constantly populated and only one short outage all week. It’s all been remarkably stable and we’re very pleased. It’s also been fantastic to see so many of you hosting your own servers for friends and the general public, and to that end we’ve spent a good deal of this week adding some more controls for server operators. The full release notes are below but the long and short of it is there’s now a proper voting system for electing and replacing admins, kicking grumpy ne’er-do-wells, voting to start maps if someone is idle in the lobby and won’t ready up…

There are of course a number of bugs found and squashed – thanks to your feedback – so keep those reports coming in. We’ve been listening to feature feedback too and have added a new system for locating and identifying other players. You can now ‘ping’ your location onto the compass with a keypress (default “Y”) so friends can find each other or mark areas of interest like good loot. This marker will last for 10 seconds and for the duration the player’s name will also appear above their head if you are within a certain distance. It’s essentially the visual equivalent of shouting “Oi! I’m over here!”

Thanks from the whole team for your enthusiastic uptake of Multiplayer Sir, it’s been fantastic to watch your streams and videos, and even better to play alongside you

More to come!

Patch Notes:

Server Controls.

1. Server operators can now optionally add an Admin Password during set up.

Use #admin password to log in as admin with this password.

2. Admins can make other players the admin with #makeadmin playername

3. You can now vote to use admin commands even if there is no admin.

Use #callvote command to start the vote (e.g #callvote kick playername to kick someone or #callvote new to start a new map. Clients then use #vote yes or #vote no to vote on this request.

Command list:

#new – starts new map

#restart – restarts current map

#kick playername – kicks playername

#admin password – logs in as admin if an admin password is set up on the server (note that admins logged in in this way override voted admins).

#makeadmin playername – makes playername the admin.

#lobby – returns players to the lobby

Fixes & Additions

- Improvements to server browser (including auto-refresh, summary, and an alphabetised list)

- No more smashing/exploding sounds when joining lobbys

- Reveal your name & position to other players by pressing a key (“Y” by default)

- Miscellaneous small bugfixes (rider volume, UI tweaks, similar sundries)

Coming This July: The Sir, You Are Being Hunted Multiplayer Test

Hello there. Long time! How’ve you been?

This is a quick update to say that the Sir, You Are Being Hunted multiplayer test will start on July 1st. It’s been a long and difficult road to get to this point, but thanks to the hard work of Dan and James we’re now able to open up a test client to everyone who owns the game at the start of next month. We’ll collecting feedback bug reports as usual for this work-in-progress aspect of the game.

We’ll provide information on how to get hold of the client – as well as some other details about what we’re up to – on the day.

Hope to see some of you online in July.


An Update On Sir’s Multiplayer

Hello! It’s been a bit quiet on here since 1.1, but we thought we should update regarding multiplayer now that we know a bit more. In short: it’s been delayed pretty significantly. We’re now planning to get it done for some time in early 2015.

While initially we’d made great progress, things ground to a halt as we disappeared down a rabbit-hole of networking issues and we ultimately didn’t get to where we’d hoped to be in the weeks and then months after launch. Consequently we’re going to bring in another developer to help get it across the finish line, and that’s going to take some additional time and resources to do.

Obviously this is deeply frustrating, and it’s particularly vexing in light of the speedy progress of the rest of the project. We apologise sincerely to everyone who has been waiting for this aspect of the game, We can only say that we share your frustration. We’ll keep going, though, and we should be able to update again soon with some images of our player characters in action.

Thanks for your support and patience.

- BR

One More Update Before The Big Day


We’re pushing out an update with a bunch of small fixes and tweaks today, but really big news is that Sir’s single player mode will hit v1.0 on May 1st. This, therefore, is the final patch of our Early Access period. Oh yes, it’s the end of a long road.

There will still be a few things to come after v1.0, as well as ongoing fixes and support, including multiplayer (no, no date on that yet, we’ve still got a way to go!) and also a customisation patch that will allow you mess with the game generation in-menu, rather than just in the back-end XML files. But we’ll get to those later!

For now, the big message of this latest update is: help us bug hunt!

We need as many people as possible to pile in, find problems, share logfiles, and help us get this game into the best shape it can be. There’s a bunch of changes up today, including major performance improvements. Go and try it out!


- NEW – End sequence and credits. The closing voice-over and credit page now play before you get to your stats.

- NEW – Tooltips on all items, plus roll-over instructions for inventory slots.

- NEW – Fragment counter in inventory revamped to show fragment count per island, plus current location.

- NEW – State indicators for bleeding, trapped, and starving.

- Changed some textures and vegetation detail on Rural biome.

- Major optimisation pass, up to 30% performance increase on some machines.


- Walters’ voice clips now no longer wait for each other to finish (so you don’t miss any!)

- Toy train can no longer fly into the sky on cliffs/slopes.

- Opening inventory or map with control no longer conflicts with mouse and keyboard controls.

- Landowner gets stuck less frequently.

- Background music levels fixed.

- Ruins stonework lightened.

- Bog creature sounds don’t last too long.

- Flashlight no longer appears to be made of stone.

Spring Joy: The March Castle Biome Update!

[Note: This is live on Steam now, and will appear on Humble later this evening.]

Today’s update adds a new environment type, our fifth and final. As we promised way back in the mists of Kickstarter, we now have a biome type for each of the islands: Rural, fens, industrial, mountains and castle. The castle biome places a huge ruined tourist attraction across one part of the map – a familiar sight for people who live in certain parts of the UK!

Behold a video:

As such this update represents the marvelous conclusion of the major content updates for the alpha. We have another patch coming up to rejig some biome elements and add an end sequence, but this nevertheless delivers all the single-player content we’d planned and promised during our initial fund-raiser. It’s a fine feeling to have come this far. But it is far from over! We need your feedback to continue the great dance of balancing and bug-stomping. So let us know what you find, over on the forums.


- NEW – The Castle Biome (New island option in world creation.)
- NEW – Soundtrack (Related audio slider in game options.)
- NEW – Menu scenes including the world’s greatest menu pheasant.
- Scarecrow pathing reworked.
- Landowner collider altered to improve pathing.
- Squire audio altered to reflect movement.


- Z-fighting on buildings and rock formations. (OMG!)
- Slagheaps no longer have paths over them in Industrial biomes.
- Fixed mesh combination at World Generation.
- Fixed information window and V/O playing on fire use.
- Pub sign taller to avoid collision with landscape and scenery.
- FOV pop on binocular equipping.
- Controller reworked in all menu situations.
- Fixed erroneous mouse inputs during menu use.
- Seabeast particle effect errors fixed.
- No more crashes on rider death.

It’s The February Update (And he’s here!)

Hello you!

The new build is out now on Steam, and will be available this evening on Humble.

Well, it’s the end of an era. For many months we’ve been releasing a new NPC with each update and now – finally – the cast of Sir is complete: meet The Landowner.

This update is a huge internal milestone for us as it represents the last piece of new behavioural code, the last set of animations, the last character to enter our procedurally generated world. We still have more content to come in the form of the Castle Biome, but the vast bulk of Sir’s assets are now complete.

Why is this important? Because it means we’ve had time to really start tinkering with the variables!

This update has seen some really tight focus on core AI behaviour, most noticeably in the Hunters – our most behaviourally-complex AI. You should see big improvements to Hunter combat behaviour, the way they handle cover and corners, but also to their non-combat states. Several improvements were made to the way AI investigate noise and as such distraction items should be more reliable and more rigorously investigated. Our robots have also had their eyes recalibrated, the ranges they will engage and pursue you from should feel much fairer now. That’s not to say we’ve made things easier. There is – of course – the new threat of the Landowner. But the new AI code changes can actually make the bots tougher in some situations, more tricksy.

There are also some new features to play with! The Toy Train now has a secondary “Moving” function mode (as with all items, “Right Mouse” to activate secondary functions) allowing you to set it trundling off in a particular direction rather than remaining static on a track. This can be a great way to lead robots away from – or into – certain areas. Cue conga-lines of robots chasing tooting trains…

Following the successful response to last-update’s TrackIR support we’ve also added a key for independent head-movement just using a key modifier. If you hold down “Left Alt” (default) you can now look around while continuing to move in a different direction. It’s like TrackIR, without TrackIR!

There are also some under-the-hood things for modder/tweaker types to play with which we’ll talk about more in the BR forums if you’re interested…

All in all this release feels great. The cast is complete. They’re starting to behave properly, and we only have one biome and customisation options to go before we’re content complete and we can start calling this a beta…

As always feedback on the forums is very gratefully received. Enjoy!


We recommend you generate a new world to take advantage of new features. Also: stuff might break on old saves.


- NEW – Landowner NPC.

- NEW – Support for controllers in menus (still not inventories yet, soon!)

- NEW – Free-Look key modifier. Holding “Left Alt” (by default) will allow you move your head independently from the body, simulating TrackIR use for those without that hardware. Only works if TrackIR not running or toggled on.

- Toy Train now has “Moving” mode as well as “Static” (Right Mouse default).

- Improved AI combat behaviour (especially corners and cover management).

- Improved balance for AI vision and pursuit.

- Several improvements to AI noise investigation States. Should result in more reliable

distraction and sound investigation.

- Changed the way AI glimpse-state works so bots no longer spot players unfairly due to heightened aggro state from recent inter-bot combat.

- Changed destination pathing solution for all AI. Bots will no longer want to visit places they can’t path to…

- Changed the way bots decide to guard doors. Should result in less over-guarded buildings.

- Exposed robot release schedule to xml file. See BR forums for editing advice…

- Faster bunnies.

- Performance: New audio lodding system should boost FPS.

- Increased Wisp numbers slightly. Use them!

- Faster dogs.

- Sundry loot balance tweaks

- Sundry AI variables tweaked.


- Added option to limit FPS to prevent some hardware configurations running too fast.

- Volumes now applied correctly in menu screen.

- UI on/off toggle fro screenies now turns off crosshair too…

- Compass bearing now relative to head camera (so is in-synch with look direction, not aim direction).

- Fixed several scenery items that weren’t blocking path grid properly.

- Fixed some movement issues with Hares.

- Fixed animation issue with sea beast.

- Adjusted perimeter walls for some buildings to fix pathing bottlenecks.

- Fixed some issues with scarecrow teleporting.

- Fixed an issue where quitting immediately after generating a world lost your starting equipment.

Permutation Racer

More Sir news coming next week, but before that we have a beautiful diversion for you. This is a procedural generation prototype from Tom’s library of magic, which he finished off over Christmas. It looks a little like this:

It’s called Permutation Racer. It’s free.

Download for OSX.

Download for Windows.

[Please feel free to circulate those links to anyone who might enjoy it.]

In Permutation Racer you race against the clock to reach checkpoints, collecting stars (you can jump, don’t forget) and avoiding barriers or red spikes. Because it’s all mathematically generated, every track is different. This is just a prototype, so it’s very simple, but we think you’ll enjoy it. You might even recognise some of the procedural geometries from other images we’ve posted from our Lodestone project.

Let us know what you think, report bugs, and post screenshots of your high scores, over on the forums.

Here’s a video: