Team Coordination

In Fart Together the raft only goes where the whole crew sends it, so coordination is the main skill in the game. A group that agrees on roles, keeps callouts short and recovers calmly from mistakes will clear courses that a more skilled but silent group cannot.

Crew Size and Roles

A raft holds 2 to 4 hippos, and each size plays differently. Two players have the clearest communication but the least total thrust. Four players can produce a lot of force, but they also have more ways to push in conflicting directions.

Roles bring order to the chaos. The most useful one is the caller: a single player who announces turns, bursts and pauses. When one voice gives commands, the others can focus on timing instead of debating what to do.

Assigning sides is the second key role. If each hippo knows which side of the raft they cover, the crew avoids random mirroring, where two players thrust in opposite directions and the raft spins unpredictably.

Callouts That Work

Short words beat long sentences. A speech about the next turn arrives too late, usually while the raft is already spinning. Simple calls keep everyone in sync.

  • Hold: stop thrusting and let the raft settle.
  • Left or right: the side that should push.
  • Go: everyone bursts together.
  • Tap: small corrections only.
  • Three, two, one: a countdown for synchronized bursts.

Countdowns are especially useful for moving obstacles and big jumps. They turn several individual reactions into a single coordinated push.

Setting Up a Session

  1. Make sure everyone runs the same build, either the demo or Early Access.
  2. Check that Steam is working and that friends can see each other.
  3. Create a lobby and share the code, or join with a friend's code.
  4. Start voice chat, through Discord or another service.
  5. Test controllers and keyboards before starting.

Players without a crew often share open lobby codes in the Steam community, usually with a note about how many hippos they still need. Joining strangers can be fun, but agree on a caller quickly, since nobody knows each other's habits.

A stable broadband connection matters for everyone, and players on weaker connections should say so before the run starts. Because the raft is shared, one player's lag affects the whole crew.

Warming Up

The first minutes of a session should be calibration. An easy course lets the crew learn how their combined thrust feels, find out who tends to blast too early and settle on callouts before the pressure rises.

Save hard courses for later. A crew that jumps straight into the toughest obstacles usually spends the evening restarting and arguing, and the frustration makes everyone blast harder and earlier, which is exactly the wrong habit.

Warming up also helps new players. Someone joining for the first time can learn the controls without dragging the crew down on a difficult section.

Recovering After a Wipe

Every crew fails, and how you react matters. Blaming teammates right after a crash makes the next attempt worse, because tense players overreact. A short pause before retrying usually helps.

After a wipe, have the caller reset the raft's orientation, then ready up together. Change one thing about the maneuver at a time, such as starting the turn earlier, rather than changing everything.

Pause blame for a few seconds after each crash. A fast emotional reset helps more than a perfect technical one.

The friendship-test reputation is part of the fun, and it is shared by many rage games. Players joke that the game makes them hate their friends, but crews that laugh at their mistakes improve the fastest.

Coordinating in Pairs, Trios and Full Crews

Two-player crews can often skip the formal caller role. With only two voices, both players can talk freely, and the main rule is simply to agree which of you handles the left side and which handles the right.

Three-player crews benefit from a caller plus two side players. The caller often takes a back or center position and adds thrust only when the call is go, while the side players handle turns.

Full four-player crews need the most discipline. With four sources of thrust, any player acting alone can throw the raft off line, so a clear caller and fixed sides are essential.

Fixing Common Problems

If a friend cannot join, check that everyone is on the same build, that Steam friends lists show each other and that firewall settings are not blocking the connection. Restarting Steam often helps.

If the raft keeps spinning, review roles. Opposing thrusts are almost always the cause, and assigning sides usually fixes it. Input delay can come from heavy background apps or a weak connection, so closing programs and using a wired connection helps.

For more teamwork between sessions, see our list of games like Fart Together. Steering techniques are covered in Raft Steering, and release and build details are on the Early Access page.