Mod Details

Featured!
Project Fika

Project Fika 2.0.0

Created by  Lacyway

3.7K Downloads

SPT 4.0.0 Compatible

Project Fika is a mod designed to enable co-op multiplayer game play with your friends in SPT. You can progress through quests, share items and quest progression, fight AI bots (PMCs, SCAVs, and bosses) together and much more.

Latest Version 2.0.0
SPT 4.0.0

Updated Saturday at 8:10 PM

0.8 MB

Version Notes
  • CoopGame has been refactored into sub-components: ClientGameController, HostGameController and HeadlessGameController for headless clients.
    • This has allowed us to abstract most of the logic, making it easier to separate host, client, and headless modes
    • Mod authors should note the new structure if they relied on LocalGame-specific data. Adjusting should not be difficult
    • This also optimizes AI updates, which should now run more efficiently than in the base game (SPT and PvE)
  • Debug commands can now be used when not hosting (these are still not available on public builds)
  • The transit system for Fika has been refactored
    • It should now allow transit without a headless server, though this is still an unsupported feature due to its unreliability.
  • The KeepAlive pinging now runs on its own thread, reducing hitches when the backend is slow to respond
  • Added support for the new Rocket Launcher
  • Fixed a base game bug where players in local games didn’t play idle breathing animations (this has been bugged for years on live and still is)
  • The VisualPass() method — responsible for most of the lag apart from AI — has received a massive overhaul and now runs much faster for clients, more in line with live raids. Most players should see a noticeable performance gain from this change
  • Optimized many loops and coroutines throughout the code base
  • Surface audio calculations have been overhauled and should no longer randomly play the wrong sound, especially for clients on a headless session
  • The headless will now keep running for ~5 minutes if the last disconnect was not graceful (crash, disconnect, etc.)
  • The method responsible for updating every player each frame has been slightly optimized compared to the base game version, resulting in a small performance boost
  • The pedometer (the class that counts your steps in a raid) no longer runs for bots and other players
  • Server FPS now updates more frequently in the debug menu
  • Corpses are now culled when not visible in the camera, unlike in live local games
  • Movement sync has received several major updates
    • Removed redundant math in many movement states that ran every frame
    • SprintSpeed is now synced over the network rather than calculated locally, resulting in more accurate sprinting
    • States are now only updated when a new one is available, instead of every frame, improving performance
    • Jumping has been dramatically improved and should no longer play incorrect animations when jumping from a running stance
    • Fixed an incorrect calculation of the time difference between the server and client
    • The IsMoving checks have been overhauled and should now be 100% accurate, also fixing a bug where bots appeared to ice skate in place when opening doors
    • Overall, movement sync is now near perfect on a stable connection and looks better than live online games in every way
  • Many structs have been improved
  • Networking and data serialization/deserialization have received a major overhaul
    • Many primitive types are now packed into smaller data; for example, a float is now either 2 or 1 bytes instead of 4 in many cases
    • Structs such as Vector3 and Vector2 are now written and read up to 10× faster (in some cases, more than 100 of these were written every frame)
    • Certain primitives, e.g., int and short, are now read ~3× faster
    • The packet header for every packet is now half the size
    • MongoIDs are now 12 bytes instead of 24
    • byte[] arrays are now packed using LZ4, resulting in a major decrease in size when sent
    • On average, Fika now uses ~60% less bandwidth (highly situational)
    • Modders can use all these new methods in FikaSerializationExtensions
    • Most packets used in Fika have been updated to utilize these changes
    • Packets are now sent with a broadcast parameter from clients, allowing the server to process and forward them to everyone much faster without first interpreting the entire message
    • Many Fika-specific packets are now pooled and reuse instances instead of creating new ones each time, reducing both memory and CPU usage — especially noticeable during heavy gunfights
  • Restructured how armor damage is synced to be faster and use fewer allocations
  • Updated LiteNetLib
  • Updated several methods to use ReadOnlySpan<T> instead of byte[], reducing allocations
  • Changed the default VOIP settings to a 20-second speaking limit
  • Added missing logic for taking damage
  • Fixed a bug where bots would not take damage from environmental or border hazards (snipers, mines)
  • Updated the FreeCam overlay UI
  • Improved IndexOf() lookups when replicating shots
  • Added a new AdminSettings menu, allowing admins to change server settings from the main menu
  • Fixed a bug where aiming with the range finder would not replicate
  • The BTR getting hit by bullets is no longer calculated by clients, as it had no effect
  • Fika Chat has been remade from scratch
    • Pops up for 3 seconds when receiving a message (while still allowing movement)
    • No longer uses OnGUI()
    • Easier to interact with
  • Added a RaidAdminUI, accessible from the console
    • Allows raid hosts to see statistics from every client
    • Allows raid hosts to kick players from the raid (intended to solve AFK problems)
  • FreeCam now correctly returns behind your player, facing the original direction when toggled
  • Fixed a bug where firing OnlyReloadBarrel weapons (e.g., the double-barrel shotgun) did not correctly remove fired ammo, causing desync
  • UPnP and NAT Punching are now marked as Advanced options
  • Refactored how the server and client handle expected player counts
  • Fixed a bug where bots that fail to load remained unspawned indefinitely — they now spawn after 30 seconds if a client fails to load them
  • Reduced GC allocations in several places by replacing LINQ queries with for loops
  • Improved logic for dropping an equipped weapon (can still appear buggy for other players)
  • Fixed a bug where having any Unicode characters in the computer name would prevent the server from starting
  • VOIP has been slightly refactored for significantly improved stability and performance
  • SPT settings that were originally disabled by default are now enabled again (SPT chat bots, profile types, etc.)
  • Fixed several (harmless) bugs with the interpolation system due to Unity docs straight out lying
This download is externally hosted.
Always scan for viruses.
What is Fika? ❓

Fika is a cooperative multiplayer mod for SPT. Fika adds a lobby interface to join other players’ raids and provide in-game networking capabilities, along with additional features that do not alter the standard Escape From Tarkov experience by default.

You can find our installation guide HERE

We do not provide support on the Forge, use our discord for support. Please try to minimize the burden on SPT moderators and use our discord for questions.

In summary:

  • SPT is the back-end server that allows you to start the game without using BSG servers — it provides the player profile, inventory, flea market, and many other Escape From Tarkov features.
  • Fika is the mod component that adds cooperative multiplayer capabilities which allow players to host or join a raid to play together.
Specifications 📃
  • Fika is a combination of a BepInEx plugin and a SPT server mod.
  • Fika uses SPT (with the Fika-Server plugin) as the back-end server for profile and lobby management.
  • Fika uses a Server <-> Client UDP networking model for game play. While Fika is still in development, the general consensus is that network performance is better than Escape From Tarkov live (provided the host has proper networking capabilities). Fika 2.0 (coming with SPT 4.0) will have much better net code than live, outperforming both speed, bandwidth usage and accuracy.
Main features ⭐
  • Host your own server or join a local/external server.
  • Create your own raid (or play solo).
  • Join someone else’s raid.
  • Play together against bots, share items, progress quests together in the same raid.
  • Preserve character, quest, inventory, and hideout progression.
  • Use client/server mods from SPT (some mods are not compatible - see Limitations).
Other features 🌟
  • Item Sending
    • Right-click an item in your stash to send it to another account
    • Can be customized in the server config
  • Free cam (default to F9 key)
    • In free cam you can teleport to the cam position by pressing T
    • You can jump to another player by Left/Right clicking
    • You can snap to their head by holding SPACE when jumping
    • You can snap to their back in a 3rd position view by holding CTRL when jumping
    • You can press the HOME key to temporarily toggle free cam controls
  • In-game chat system
  • In-raid VOIP
  • Online player list
  • Dynamic AI for hosts, which disables AI when no one is near
  • Custom AI limits per map
  • Culling system to increase performance
  • Custom notifications (teammate died, boss got killed by a player, etc.)
  • Pinging system to ping an area in the game for your teammates
  • Player health bars for your teammates
  • Quest progress sharing in raids
  • Optional/Advanced Headless client to offload AI and gain performance (more info here)
  • Network interpolation for smoother gameplay
  • UPnP and NAT Punching
Limitations ❌
  • You cannot play Fika without owning a legitimate copy of Escape From Tarkov.
  • There is no protection against abuse or cheating. Fika is designed to be played with trusted friends. Hosting a public server is strongly discouraged. We will NEVER support public servers.
  • Fika does not include any PvP mechanisms. Supporting PvP is not the goal of this project.
  • Fika does not offer a global matchmaking service. Only players connected to the same server can create or join raids.
  • Certain SPT mods are incompatible with Fika. SPT mods are typically designed for a standard SPT installation, which does not include multiplayer functionality. It is the responsibility of the mod’s author to make their mod compatible with Fika, if they choose to do so.
Modding Fika🛠️

Please find our wiki page for modding here.

Support Me 💖

You can support me on Ko-Fi

Click

Version 2.0.0
Download Mod Version
SPT 4.0.0
Latest Compatible SPT Version

0.8 MB

1.8K Downloads

Created Saturday at 8:09 PM

Updated Saturday at 8:10 PM

Virus Total Results
  • CoopGame has been refactored into sub-components: ClientGameController, HostGameController and HeadlessGameController for headless clients.
    • This has allowed us to abstract most of the logic, making it easier to separate host, client, and headless modes
    • Mod authors should note the new structure if they relied on LocalGame-specific data. Adjusting should not be difficult
    • This also optimizes AI updates, which should now run more efficiently than in the base game (SPT and PvE)
  • Debug commands can now be used when not hosting (these are still not available on public builds)
  • The transit system for Fika has been refactored
    • It should now allow transit without a headless server, though this is still an unsupported feature due to its unreliability.
  • The KeepAlive pinging now runs on its own thread, reducing hitches when the backend is slow to respond
  • Added support for the new Rocket Launcher
  • Fixed a base game bug where players in local games didn’t play idle breathing animations (this has been bugged for years on live and still is)
  • The VisualPass() method — responsible for most of the lag apart from AI — has received a massive overhaul and now runs much faster for clients, more in line with live raids. Most players should see a noticeable performance gain from this change
  • Optimized many loops and coroutines throughout the code base
  • Surface audio calculations have been overhauled and should no longer randomly play the wrong sound, especially for clients on a headless session
  • The headless will now keep running for ~5 minutes if the last disconnect was not graceful (crash, disconnect, etc.)
  • The method responsible for updating every player each frame has been slightly optimized compared to the base game version, resulting in a small performance boost
  • The pedometer (the class that counts your steps in a raid) no longer runs for bots and other players
  • Server FPS now updates more frequently in the debug menu
  • Corpses are now culled when not visible in the camera, unlike in live local games
  • Movement sync has received several major updates
    • Removed redundant math in many movement states that ran every frame
    • SprintSpeed is now synced over the network rather than calculated locally, resulting in more accurate sprinting
    • States are now only updated when a new one is available, instead of every frame, improving performance
    • Jumping has been dramatically improved and should no longer play incorrect animations when jumping from a running stance
    • Fixed an incorrect calculation of the time difference between the server and client
    • The IsMoving checks have been overhauled and should now be 100% accurate, also fixing a bug where bots appeared to ice skate in place when opening doors
    • Overall, movement sync is now near perfect on a stable connection and looks better than live online games in every way
  • Many structs have been improved
  • Networking and data serialization/deserialization have received a major overhaul
    • Many primitive types are now packed into smaller data; for example, a float is now either 2 or 1 bytes instead of 4 in many cases
    • Structs such as Vector3 and Vector2 are now written and read up to 10× faster (in some cases, more than 100 of these were written every frame)
    • Certain primitives, e.g., int and short, are now read ~3× faster
    • The packet header for every packet is now half the size
    • MongoIDs are now 12 bytes instead of 24
    • byte[] arrays are now packed using LZ4, resulting in a major decrease in size when sent
    • On average, Fika now uses ~60% less bandwidth (highly situational)
    • Modders can use all these new methods in FikaSerializationExtensions
    • Most packets used in Fika have been updated to utilize these changes
    • Packets are now sent with a broadcast parameter from clients, allowing the server to process and forward them to everyone much faster without first interpreting the entire message
    • Many Fika-specific packets are now pooled and reuse instances instead of creating new ones each time, reducing both memory and CPU usage — especially noticeable during heavy gunfights
  • Restructured how armor damage is synced to be faster and use fewer allocations
  • Updated LiteNetLib
  • Updated several methods to use ReadOnlySpan<T> instead of byte[], reducing allocations
  • Changed the default VOIP settings to a 20-second speaking limit
  • Added missing logic for taking damage
  • Fixed a bug where bots would not take damage from environmental or border hazards (snipers, mines)
  • Updated the FreeCam overlay UI
  • Improved IndexOf() lookups when replicating shots
  • Added a new AdminSettings menu, allowing admins to change server settings from the main menu
  • Fixed a bug where aiming with the range finder would not replicate
  • The BTR getting hit by bullets is no longer calculated by clients, as it had no effect
  • Fika Chat has been remade from scratch
    • Pops up for 3 seconds when receiving a message (while still allowing movement)
    • No longer uses OnGUI()
    • Easier to interact with
  • Added a RaidAdminUI, accessible from the console
    • Allows raid hosts to see statistics from every client
    • Allows raid hosts to kick players from the raid (intended to solve AFK problems)
  • FreeCam now correctly returns behind your player, facing the original direction when toggled
  • Fixed a bug where firing OnlyReloadBarrel weapons (e.g., the double-barrel shotgun) did not correctly remove fired ammo, causing desync
  • UPnP and NAT Punching are now marked as Advanced options
  • Refactored how the server and client handle expected player counts
  • Fixed a bug where bots that fail to load remained unspawned indefinitely — they now spawn after 30 seconds if a client fails to load them
  • Reduced GC allocations in several places by replacing LINQ queries with for loops
  • Improved logic for dropping an equipped weapon (can still appear buggy for other players)
  • Fixed a bug where having any Unicode characters in the computer name would prevent the server from starting
  • VOIP has been slightly refactored for significantly improved stability and performance
  • SPT settings that were originally disabled by default are now enabled again (SPT chat bots, profile types, etc.)
  • Fixed several (harmless) bugs with the interpolation system due to Unity docs straight out lying
Version 1.2.8
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

2.8 MB

1.9K Downloads

Created Sep 26, 8:40 PM

Updated Sep 26, 8:45 PM

Virus Total Results

First official release on the Forge 😤

Old notes:

Patch Notes - Core v1.2.8

  • Fixed crashes not triggering if connecting to a server with invalid mods
  • Added the ability to change the name plate health bar color
  • Added the ability to change the name plate name text color
  • Fixed a bug where players would start the raid crouched

Patch Notes - Server v2.4.8

  • Updated locales

Patch Notes - Headless 1.3.7

  • The headless should no longer restart during a Transit if configured to restart after X raids

Details