Lethal Company

Lethal Company runs host-client P2P — your ping is to another player's machine. PingAim routes Lethal Company through your best available connection so interaction delays and creature stuttering from latency spikes stay out of your runs.

Co-Op Survival Horror Zeekerss, 2023

Does PingAim Help in Lethal Company?

No anti-cheat — fully compatible with PingAim
  • Anti-cheatNone
  • ProtocolUDP
  • ConnectionPeer-to-peer
  • HostingSteam Datagram Relay (Valve) f…
  • EngineUnity
  • NATOpen
  • LauncherSteam
  • SDRSteam Datagram Relay
  • Install size1 GB

Why ping matters in Lethal Company

Latency sensitivity Medium

Ping matters but is not the dominant factor.

Lethal Company is a co-op horror game, not a competitive twitch-shooter, so the consequences of high ping are inconvenience rather than skill disadvantage. However, the host-authoritative P2P model means every player interaction — picking up scrap, opening doors, activating equipment, reviving teammates — requires a confirmed round trip to the host. At high latency, the infamous 'can't interact' bug surfaces: you press E on an item but nothing happens until the host confirms the action, often 500ms+ later. Creature AI runs entirely on the host, so clients with 200ms+ latency see monsters teleporting and stuttering. The game is forgiving of moderate ping (50-100ms) but becomes frustrating above 150ms, and essentially unplayable above 300ms.

About Lethal Companybackground, studio, esports scene

Lethal Company is a cooperative survival horror game developed and published solo by American indie developer Zeekerss, released in Steam Early Access on October 23, 2023. Players take the role of contracted workers for a mysterious entity known as "The Company," tasked with collecting scrap and valuables from abandoned, industrialized moons while avoiding environmental hazards, deadly traps, and a variety of hostile creatures. Teams of one to four players must return to their ship before midnight and meet quota requirements by selling collected items. The game features proximity-based voice chat, procedurally arranged hazard placement, and a deliberately oppressive atmosphere that rewards tight cooperation and punishes greed.

Lethal Company is built on the Unity engine and uses Unity Netcode for GameObjects (NGO) as its networking framework, with Facepunch.Steamworks as the transport layer. This means the game operates on a host-client P2P model: one player acts as the host and their machine serves as the authoritative server for all connected clients. Session discovery and NAT traversal are handled through Steam's networking infrastructure (Steam Datagram Relay / SDR), so players generally do not need to port-forward to host a session. The host's connection quality, hardware, and geographic position directly determine the experience for all connected players. Dissonance VOIP provides proximity-sensitive in-game voice chat layered on top of the same networking stack.

Lethal Company became a viral phenomenon immediately after launch, reaching 100,000 concurrent Steam players in November 2023 and peaking at over 239,000 concurrent players in December 2023 — a remarkable figure for an indie Early Access title. The game won Best Early Access Game at the 2024 Golden Joystick Awards. As of early 2026 the game maintains a stable player base of several thousand concurrent users. Zeekerss continues to develop the game solo with periodic content updates.

Studio
Zeekerss
Released
2023
Platforms
Windows
Engine
Unity

PingAim detects Lethal Company automatically

No manual config. PingAim identifies Lethal Company by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • Phone 5G tethering available — route Lethal Company through mobile to get a more stable path to the session host
  • Both WiFi and Ethernet connected — PingAim picks whichever interface reaches the host with lower jitter
  • Evening peak-hour congestion on your home connection causes latency spikes during critical moments (grabbing loot, escaping creatures)
  • Home network congested by household streaming or downloads competing with game UDP traffic
  • Playing with friends in a different city or country — better interface selection can reduce each routing hop between you and the host

Won't help when...

  • Host player has a poor connection — the entire session quality is bounded by the host's upload speed and latency; no client-side fix addresses this
  • Playing in a party where you are the host — PingAim helps clients connect to you, but your own experience is as the server
  • Only one active network connection with no phone to tether — no second path available for PingAim to use
  • Game stuttering caused by low-end host CPU — creature AI and game logic run on the host machine; this is not a network problem
  • FPS drops and stuttering on your own machine — client-side performance issue, not network

Recent Updates

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Community & Official Resources

Where players talk and where the publisher posts updates.

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