Invitation Window
Group invitations appear as a modal prompt and must be accepted or declined.
Covert Cats includes the usual multiplayer basics like grouping, party chat, and trading, but they follow live world rules. Range matters, combat matters, timing matters, and the game does not pretend the world pauses just because two cats are trying to negotiate over tuna.
Social systems in Covert Cats are built around actual world interaction, not abstract menus floating in the sky. That means things like distance, combat state, movement, and interruption rules all matter.
The main social systems are:
Players can invite other players into a group by:
If the inviting player is not already in a group, a new group is created automatically when the invitation is accepted.
Group invitations appear as a modal prompt and must be accepted or declined.
Invitations expire after 30 seconds if ignored.
A group can contain up to 4 players.
Grouping matters because Covert Cats is built around party interdependence. Harder content works best when a party brings:
When grouped, party members appear in the party panel on the left side of the HUD. These portraits can be clicked to target allies quickly.
This is often the easiest way to:
Clicking a party portrait is often faster and more reliable than trying to click a moving cat model directly.
This means:
Covert Cats includes multiple chat channels for social and system communication:
The broadest main feed. It includes general communication, system text, and also shows party, whisper, and zone-wide messages.
Used for zone-wide communication. Players can send zone messages with /shout message.
Used for group communication. Players can use /g message, or just type normally while already in the Party tab.
Used for private messages. Players send them with /t playername message.
There is also local proximity chat. If you are in the Global tab and type a message without a command prefix, nearby players within short range can hear it.
Battle chat is the combat log channel. If Auto-Switch Chat Channels is enabled, entering combat switches you to Battle and leaving combat switches you back to Global.
Players can trade with vendors by:
Vendor trade opens a catalog showing each item’s:
To see an item’s detailed preview, the player must left click that item first.
To buy an item:
A purchase only succeeds if the player has enough currency and enough inventory space.
Selling requires both the trade window and the Inventory window.
While vendor trade is active, the inventory context menu changes. Normal actions like Use, Equip, or Delete are replaced by the sale option.
After choosing Sell:
Vendor trade depends on valid state and proximity. Trade can fail or be canceled if:
Some vendor NPCs do move, so this is not just theoretical.
Players can also trade directly with each other, but trade begins with an invitation rather than opening instantly.
To start player trade:
The target player receives a modal trade invitation and must accept or decline it. Like party invites, trade invitations expire after 30 seconds.
The player trade screen is split into two sides:
Each player can offer:
The other player’s side is read-only from your perspective.
To add an item to player trade:
While player trade is active, the inventory context menu changes so that trade-related actions replace normal inventory actions.
Equipped gear and equipped bags cannot be traded.
Both players must click Accept before the trade completes.
If either player changes anything after one side has accepted, including:
then both sides must accept again.
Trade can fail or be canceled if:
Most social-system problems come from treating them like static menus instead of live world interactions.