Quick Answer
Machine Party is a 2–4 player game where losing is lethal. You and your group run through a series of short simulations; whoever loses each one is executed, and survivors move on. A full match takes 40–60 minutes and you can't play it solo.
If you've never played before, the most important things to know up front are:
- You don't get eliminated when you lose a simulation. You come back for the next one. Scoring is cumulative.
- There are three modes now — Original (the fixed 15-simulation sequence), Custom (a v2.0 addition the developers haven't documented publicly), and Arcade (10 random simulations, no intro or outro).
- There is no matchmaking. Online play uses a private room code; couch co-op (added in v2.0 on August 12, 2026 (UTC)) uses controllers and one PC.
The One Thing Most People Get Wrong About "Dying"
The Steam page and the official announcement describe Machine Party as a game where "failing is lethal." That's easy to misread as single-death elimination — the impression a lot of first-timers arrive with.
The actual mechanic is closer to this:
- Each simulation is its own mini-game with its own loser.
- When you lose a simulation, you die in that simulation. You watch the rest of the round from the dead-player state.
- At the start of the next simulation, you're back in your seat. Your cosmetics and your name are intact.
- The match only ends after the final simulation. The winner is whoever has the best cumulative score across all the rounds.
This is the player's read of how the game works — Valve (the platform) and the developers haven't described the death mechanic in writing on the store page or in any announcement we've been able to find. The game's scoring rule ("cumulative across rounds") comes from player reports rather than official documentation.
Three Modes: Original, Custom, Arcade
| Mode | What's in it | Run length |
|---|---|---|
| Original | 15 simulations in a fixed sequence, plus intro and outro segments | About 40–60 minutes |
| Custom | Listed as a selectable mode in v2.0 (August 12, 2026 (UTC)) but the developers haven't publicly documented what it configures — the most likely interpretation is a custom-rules mode, but this is not confirmed | Unknown |
| Arcade | 10 simulations picked at random, no intro or outro, random round order | Around two-thirds of an Original run |
All three modes are available online and on the couch since v2.0.
A few things follow from the mode structure:
- Original mode's fixed order is the main cause of replay fatigue in player reports. The same simulations play in the same sequence every run, which is why Arcade mode is the developers' recommended fix.
- Custom mode is the most under-documented part of the v2.0 update. Treat it as "another mode that exists" until the developers document its ruleset.
What a Match Actually Looks Like
Here's the rough flow of an Original-mode run:
- Lobby. Host opens the game, picks Original, Custom or Arcade. Players join one by one.
- Pre-run. Everyone picks cosmetics. Some simulations prompt for a name if you haven't picked one.
- Simulation 1 of 15. Brief briefing screen, then the round. Loser gets executed on-screen.
- Intermission. Score update, brief chat window.
- Repeat for the remaining simulations.
- Final score screen. Winner announced.
For couch co-op (added in v2.0), the lobby flow is different in a few ways: each new player has to pick a name and cosmetics before they can ready up, there's a five-second countdown after everyone is ready (any change interrupts it), and the briefing screen allows any player — not just the host — to change the page.
Before You Start
Three things matter more than anything else for a first-timer:
- Get your group. Two is technically playable but most player reports and YouTube content assume four. Online, that means an 18-digit room code or a Steam invite — the developer's recommended place to find people is the official Discord LFG channel.
- Pick your input device. Different simulations play better with different inputs. Steam Deck players report that some block-style simulations are mouse-unfriendly — switching to a gamepad fixes it. Try both if your first attempt feels awkward.
- Have an external voice chat ready. Machine Party doesn't have in-game voice or text chat. Most groups run Discord or Steam Voice on the side. This is especially important for Inside Job and Duck Hunt, where coordination decides the round.
Universal Survival Principles
A few rules of thumb that hold across most simulations:
- Listen more than you look. Most simulations telegraph their state through sound — escalator beeps, jumbotron roars, harvester engine pitch. Players who react to audio tend to outlast players who stare at visuals.
- Steady wins over twitchy. Tunnel Hazard, Wrong Way and Stable Footing reward consistency over speed. The v2.0 couch co-op changes also tend to reward the player who keeps their spacing rather than the one who sprints.
- Know the asymmetric simulations. Inside Job, Duck Hunt, and a couple of others have a hidden role (infected runner / hunter) that's decided mid-round. If you don't know which role you have, you're playing half-blind.
- Original mode rewards memorisation. Because the order is fixed, by your third run you'll know which simulation is coming next and what its win condition is. Use that.
Online vs Couch Co-op — What's Different
The match structure is the same online and on the couch, but the lobby and intermission flow is noticeably different:
| Detail | Online | Couch co-op (v2.0+) |
|---|---|---|
| Player join | 18-digit code or Steam invite | Press any button on a controller |
| Pre-run setup | Host-driven | Each player types their name and picks cosmetics |
| Ready-up countdown | Host triggers | Five-second auto-countdown, interrupted by any change |
| Briefing screen | Host controls | Any player can change the page |
| Six simulations | Default behaviour | Adjusted for split-screen (full list on the local co-op page) |
| Custom / Arcade | Available | Available |
If you're playing couch co-op, the local co-op page covers the six simulations that were specifically adjusted for split-screen and big-screen play.
For what every individual simulation looks like — rules, tips, the v2.0 differences — see the all minigames page. For achievement hunting after you've got the basics down, see the achievements page.