Multiplayer

Multiplayer

Over the Hill co-op guide: four-player online convoys, how progress is credited per player rather than per host, cross-play, and how to split recovery jobs.

4
Players Per Session
Per Player
Progress
Confirmed
Cross-play

Introduction

Over the Hill supports online co-op for up to four drivers at once, and it handles progress in a way that makes the mode worth using rather than merely available. Each driver brings their own vehicle and their own loadout, and everyone earns credit for the objectives they personally reach, so nobody spends a session as a passenger in someone else's game. Progress also carries between solo and online sessions, which means you can scout an area alone and then bring friends into the same world without losing anything. This section covers how convoys are set up, how progress is credited, why splitting recovery, scouting and supply jobs matters more than raw speed, and what cross-play means for playing with friends on other platforms.

Co-op Convoys In Practice

RoleVehicle FitJob In The ConvoyWhy It Helps
RecoveryPickup or vanCarries the winch duty and spare repair kitsA convoy that shares recovery spends far less time stuck
ScoutBuggy or classic 4x4Drives ahead, proves the line, reports backHeavy vehicles only commit to routes known to go
SupplyVanPlanks, repair kits and cosmetics at the readyKeeps a long expedition self-sufficient
EveryoneAnyBank your own objectives as you reach themActive progress is credited per player

Convoy Roles

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Inviting And Joining

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Four drivers, one area, no host-only progress

How It WorksUp to four players can share one area at the same time, each arriving in their own vehicle with their own loadout, which means a convoy is four independent trucks rather than one truck with passengers.
What ChangesBecause every driver earns credit for the objectives they personally reach, there is no penalty for splitting up, and a session where two pairs explore different parts of an area is just as productive as four trucks following one route.
Practical SetupAgree on a meeting point before people start driving, since a four-truck convoy that scatters immediately spends the first twenty minutes trying to find each other rather than doing anything.
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Progress And Continuity

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How your save behaves when you move between solo and online

Progress OwnershipProgress carries between solo and online sessions, so you can scout a region alone and then bring friends into the same world without starting over, and nobody is stuck as a passenger earning nothing.
Why It MattersThis is the design choice that makes co-op genuinely optional rather than socially mandatory: play alone when you want to explore quietly, then join friends for a recovery-heavy session, and the same save keeps moving forward either way.
What To ExpectCredited objectives follow the player who reached them, so in a convoy it is worth saying out loud what you are heading for, otherwise two drivers chase the same marker while something else is left untouched.
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Splitting The Work

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Recovery, scouting and supply are separate jobs

Recovery DutyGiving one driver the winch and the spare repair kits keeps a convoy moving, because a group that shares recovery spends far less total time extracting itself than one where every driver solves their own problems alone.
Scouting DutyA light vehicle running ahead can prove a line before heavier trucks commit, which matters most in areas where a van with a full load cannot easily back out of a bad approach once it is in one.
Supply DutyA van carrying planks and spares keeps an expedition self-sufficient far from a cabin, and it turns what would otherwise be a forced return trip into a longer, more productive run.
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Cross-play And Platforms

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Playing with friends on other hardware

What Is ConfirmedCross-play is confirmed, so console drivers can join PC sessions once the ports arrive; the PlayStation 5, Xbox Series X|S and Switch 2 versions are stated for 2027 rather than given firm dates.
What That Means NowAt launch the practical co-op experience is PC to PC, with Steam Deck players included through Proton, and the cross-platform part of the feature becomes relevant when the console builds ship rather than today.
Planning Around ItTreat cross-play as a direction the developer has committed to rather than a date to plan a group purchase around, and assume the launch-window convoy is a PC group.

Core Mechanics

Co-op is a shared world rather than a host-run session: up to four drivers occupy one area simultaneously, each in their own vehicle with their own equipment, and objectives are credited to whoever reaches them. Progress carries between solo and online play, so there is no separate multiplayer save to maintain and no penalty for switching between the two. Because vehicles fall into four categories with different strengths, convoys naturally divide into recovery, scouting and supply work, and the game's toolkit supports that: the winch can pull a teammate free, repair kits can be spent on someone else's truck, and a van can carry the planks an expedition needs. Communication is the only real coordination mechanism, which means a convoy works best when someone says what they are heading for.

Advantages

Crediting objectives per player instead of per host is the single most important design decision here, because it removes the usual co-op trap where only the session owner makes progress. That makes dropping in with friends genuinely productive rather than a social detour from real progress, and it means a four-player session can split into pairs without anyone falling behind. Because vehicles have different strengths, the mode also has real roles to fill rather than four identical trucks doing the same thing, and the shared toolkit of winches and repair kits means helping a stuck teammate is a normal part of play rather than a special favour.

Challenges

At launch the mode is bounded by what you can coordinate by voice or text, since there is no visible role assignment and nothing in the game tells a convoy who should carry what, which means a disorganised group can spend a session driving past each other. Consoles are not part of the picture yet: cross-play is confirmed but the ports are stated for 2027, so mixed-platform groups have to wait. There is also no local split-screen, so four-player co-op always assumes four machines and four copies, which rules out the couch sessions the game's relaxed pace would otherwise suit very well.

Frequently Asked Questions

Does progress carry between solo and co-op in Over the Hill?+
Yes. Progress carries between solo and online sessions, and each player is credited for the objectives they personally reach rather than the host being credited for everything. That means you can scout an area on your own and then bring friends into the same world without losing ground, or join someone else's session and still move your own save forward. There is no separate multiplayer progression to maintain.
How many players can join a session?+
Up to four players can share one area at a time, and each driver brings their own vehicle and their own loadout rather than riding along in someone else's truck. That is what makes splitting up viable, since a convoy of four can cover four different objectives at once. For the same reason it is worth agreeing on a meeting point before everyone scatters, otherwise the first part of a session disappears into regrouping.
Can I play Over the Hill with friends on console?+
Not at launch. Cross-play is confirmed, but the PlayStation 5, Xbox Series X|S and Switch 2 versions are stated for 2027 without firm dates, so the launch-window co-op experience is between PC players, with Steam Deck owners included through Proton. Mixed-platform groups should treat cross-play as a committed direction rather than a fixed release date they can plan a purchase around.

Quick Tips

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Say what you are heading for out loud. Objectives are credited to whoever reaches them, so in a convoy that stays silent two drivers regularly chase the same marker while something else in the area goes untouched for the whole session. Saying your destination out loud is the whole coordination system, and silent convoys waste the most time.

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Give recovery work to one driver deliberately. A convoy with a dedicated winch truck and spare repair kits spends far less total time extracting itself than four drivers each solving their own problems in sequence. A dedicated recovery truck is the cheapest performance upgrade a group can make to its own sessions. Assign duties out loud at the start instead of assuming everyone will fall into a role on their own.

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Send something light ahead on an unfamiliar trail. A buggy or classic 4x4 can prove a line before a loaded van commits to an approach it cannot easily reverse out of, which prevents the slowest and most expensive kind of co-op recovery. Proving a line with something light avoids the slowest and most expensive kind of convoy excavation.

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Agree a meeting point before anyone starts driving. The first twenty minutes of an uncoordinated session otherwise disappear into four trucks circling the same area looking for each other instead of covering ground. Regrouping deliberately costs minutes, while four trucks searching for each other can swallow an hour. Agree the rendezvous before anyone moves, then honour it even if the route there was less interesting than the one you found.

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