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SplitScreen-Me/splitscreenme-nucleus

Nucleus Co-op for Windows: Local Split-Screen Through Multiple Game Instances

Nucleus Co-op is an application that starts multiple instances of a game for split-screen multiplayer gaming!

2,117 stars94 forksC#GPL-3.0

At a glance

What is it?
Nucleus Co-op is an open source Windows application that launches and coordinates multiple copies of supported games for local split-screen play. It depends on games that can communicate through LAN, online multiplayer emulation, or mods, rather than adding multiplayer where none exists.
Who is it for?
Adopt Nucleus Co-op when you have a compatible Windows game with LAN or online connectivity and need several local players on one PC. Do not expect it to turn a single-player title into a cooperative game.
Can I use it commercially?
Yes, with conditions. GPL-3.0 is a copyleft licence: if you distribute software that includes it, you must release that software's source code under the same licence. Running it internally without distributing it does not trigger that obligation.
Is it still maintained?
Yes. The repository received new commits within the last day.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What Nucleus Co-op Changes for Local PC Players

Nucleus Co-op addresses a specific gap in Windows games: a game may support multiplayer, but its interface and input model may be designed for one local session at a time. The project starts multiple instances of the same game files and arranges those instances so each can be controlled by a different gamepad. Its stated goal is to make this process accessible to people who want to play locally with one PC and one copy of a game.

The README reports compatibility with 800 or more games as of the project description. That figure is a compatibility claim, not a guarantee that every title will work in the same way. Games can behave differently depending on their networking system, window handling, input stack, anti-process controls, and available handlers. The application is therefore a launcher and coordination layer around a game, not a replacement for the game's multiplayer implementation.

It is aimed at Windows users with multiple local players and controllers. The project also serves developers who maintain game handlers and input, window, or network integrations. The README points to a contributing guide for people who want to report bugs or work with the code.

How Nucleus Co-op Connects Multiple Game Windows

According to the README, Nucleus Co-op uses several mechanisms rather than one universal process. It symlinks and opens multiple instances of the same game files, and some games require mutex killing before additional instances can run. Each instance is configured to answer to one specific gamepad through custom XInput libraries or XInput Plus DLLs.

The instances are connected through LAN or online multiplayer emulation. The README names Goldberg and Nemirtingas emulators as examples. These are separate components from Nucleus Co-op itself, and their presence does not mean that every game supports the same emulation path. A game may instead require a handler that applies a mod, changes network behavior, or supplies another way for instances to find each other.

After starting the instances, Nucleus Co-op manages their windows. It resizes the windows, removes borders, and repositions them to create a synthetic split-screen layout. It also handles focus and background play behavior so instances can remain usable with multiple controllers. This arrangement is synthetic because the game was not originally designed to place several independent instances into one local view. The result depends on the game producing usable windows and accepting the input routing applied by the handler.

Installing Nucleus Co-op on a Windows PC

The README does not provide a command-line installation procedure. It directs users to download the latest release and then follow the separate Installation Guide on the SplitScreen.Me documentation site. The first step is therefore release acquisition, not compiling the C# repository.

The documented prerequisites are .NET Framework 4.7.2 or higher, Microsoft Visual C++ 2015-2019 Redistributable for both x86 and x64, and Microsoft Edge WebView2 if the downloader remains on its loading screen. The README links to Microsoft download pages for each requirement. It does not state a silent-install command, portable mode, supported Windows versions, or a required administrator policy.

After downloading the release, follow the linked Installation Guide before launching the application. The README does not document the exact first-use menu sequence, how to select a game, or how to create a split-screen session from the interface. Those steps should be taken from the linked guide rather than inferred from the repository layout. The first practical check is whether the target game already has a working multiplayer path before configuring multiple instances.

Game Requirements, Handlers, and Compatibility Limits

The main limitation is stated plainly in the README: Nucleus Co-op does not add multiplayer or cooperative functionality to a single-player game. The selected game must already offer online or LAN multiplayer, or it must have a mod or another connection mechanism capable of joining its instances. A game with one-player-only progression is the wrong tool for this project unless a separate modification supplies the missing connection behavior.

Compatibility also depends on the game handler. The README says the application supports more than 800 games, but the repository excerpt does not list the titles, the handler matching rules, or the exact conditions under which a handler stops working. A release can therefore contain broad compatibility while still leaving individual games unsupported after an update. Users should check the project's releases and changelog for handler changes rather than assuming that every previously working title remains unchanged.

Another constraint is controller input. Nucleus Co-op routes each instance to a particular gamepad through XInput-related libraries. The README does not explain support for every controller model, unusual input devices, keyboard and mouse layouts, or games that bypass XInput. Multiplayer games that use unusual input paths may need separate validation.

Window Management, Display Scaling, and Player Layout

The application includes an interface for themes, game covers, and screenshots, plus settings for player and input order, nicknames, and optional split-screen divisions. The README specifically says that the current version addresses monitor scale support and UI scaling problems at desktop scales above 100 percent. Those are useful interface improvements, but they do not guarantee that every game window will render correctly at every resolution or scale combination.

Synthetic split-screen requires compatible windows and enough desktop space for the chosen division. The README does not specify minimum display resolution, maximum instance count, borderless-window requirements, or behavior when a game changes its own resolution after launch. It also does not document a command for forcing a particular layout. A title that prevents resizing, creates an unstable window, or uses a presentation mode that Nucleus Co-op cannot manage may remain difficult to use even if its networking side works.

The project can keep instances usable in the background according to the README, but that behavior should not be confused with universal headless operation. The game still needs its own rendering, focus, and input behavior to be compatible with the handler. The README does not document a formal support matrix for background play, so that feature needs verification with each game.

Maintenance, Releases, and GPL-3.0 Implications

The repository is not archived, and its last push was on 2026-10-13. Recent releases include v2.4.2 on 2026-08-23, v2.4.1 on 2025-09-15, and v2.4.0 on 2025-09-07. The project description says this repository is a new official version based on the Nucleus Co-op Alpha 8 Mod. The release history and recent push indicate ongoing repository activity, although the README does not define a support policy for individual game titles or provide a guaranteed compatibility lifetime.

Upgrade cost comes from several moving parts. The launcher depends on .NET Framework, Visual C++ redistributables, and sometimes WebView2. Individual games may also depend on handlers, DLLs, networking emulators, or mods that can change independently of the main application. The README does not document automatic handler migration, rollback procedures, or the amount of configuration that may need to be repeated after an upgrade. Users who rely on a particular game should review the changelog before replacing a working installation.

The repository lists the GPL-3.0 license. That indicates the licensing terms chosen for the open source project, but this article does not provide legal advice. The repository also credits several third-party utilities, including Goldberg Emulator, SmartSteamEmu, Steamless, x360ce, XInput Plus, ForceBindIP, Flawless Widescreen, devreorder, DirectXWrapper, dinput8 blocker, Epic Galaxy Emulator, OpenXinput, SplitCalculator, and Dark Reader. Their respective licenses and terms should be reviewed separately when distributing a packaged or modified solution.

Nucleus Co-op Compared with a Native Split-Screen Port

A native split-screen implementation changes the game itself so one process deliberately manages several local players and one shared playfield. Nucleus Co-op takes a different approach. It runs separate instances, routes input to each instance, supplies a connection method where the game ecosystem requires one, and combines the resulting windows into a synthetic layout.

That difference matters when diagnosing failure. A native port may have a single save state and a unified camera or interface. Nucleus Co-op's instances may produce independent sessions, and synchronization depends on the game's own multiplayer behavior. It is better suited to games whose networking and input systems can already operate across instances. It is less suitable when a title requires a single shared process, has no instance-safe networking model, or only becomes cooperative through a native code change.

The project is consequently closer to a compatibility launcher than a conventional multiplayer mod. Its value is determined by handler coverage and the selected game's behavior, not by the split-screen divider alone.

Editorial conclusion

Adopt Nucleus Co-op when you have a compatible Windows game with LAN or online connectivity and need several local players on one PC. Do not expect it to turn a single-player title into a cooperative game. Verify the game's handler and connection method first, then install the latest release from the project's releases page.

Frequently asked questions

Can Nucleus Co-op add multiplayer to a single-player game?

No. The README states that Nucleus Co-op does not add multiplayer or co-op to single-player games. The game must already support online or LAN multiplayer, or need a separate mod or connection method.

How do I install Nucleus Co-op on Windows?

The README directs users to download the latest release and follow the Installation Guide on the SplitScreen.Me documentation website. It lists .NET Framework 4.7.2 or higher, x86 and x64 Visual C++ 2015-2019 Redistributables, and WebView2 as prerequisites, with WebView2 needed if the downloader gets stuck.

What does Nucleus Co-op do with multiple game instances?

The README says it opens multiple instances, connects them through LAN or online multiplayer emulation, routes each instance to a specific gamepad, and resizes, un-borders, and repositions the windows for synthetic split-screen.

Official sources

  1. License: GPL-3.0
  2. Project website
  3. README
  4. Releases
  5. SplitScreen-Me/splitscreenme-nucleus on GitHub
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