Play Together.
Co-op and versus for up to five players, in the PC game. Every mode plays on one PC with a keyboard, a mouse and gamepads, over a home network, or online, and in any mix of those.
Getting together.
- On one PC: a spare controller joins with Start, and leaves by holding B.
- Online: by a six-character room code, a Steam invite, or an address on your own network. Steam Remote Play Together works too.
- A party holds up to five players, with up to three on one PC when playing online. Everyone needs the same version of the game.
- Coins from these modes are paid for up to ten matches a day.
- Pings and emotes: a ping marks a tile for 3 seconds, and there are four emotes.
The Moon.
A helper's seat in the window, for a younger or newer player. The Moon spends no Glow and places no toys.
- Moonlight: a circle about 1.2 tiles wide that follows the Moon. It catches the Glow it passes over, and moonbeams fall where it is.
- Moonbeam: held, it lights a 3×3 patch of the floor. Its meter lasts 10 seconds and refills one second in three.
- Lullaby Hum: every 20 seconds, it slows the nightmares within 2 tiles by 40% for 3 seconds.
- Dream Stars: the Moon can spend the team's stars on the toy under its circle.
- At most one Moon a night, in Sleepover, Slumber Party, Closet Keeper, Boss Parade and Sleepwalk Together. The Moon earns half a visitor's coins.
The modes.
Sleepover
Your nights, everyone's toys!
- Friends play a normal night together on one bedroom floor. Each seat is a Toybox (a player with toys) or the Moon.
- The host picks the night: the next level, any level from the map (a replay or Hard), the Daily Dream, the Longest Night or a Custom Night.
- Glow is one shared jar by default; the host can give each Toybox its own, or split it evenly. More Toyboxes bring more moonbeams: 20% more often for each extra one.
- Toys: online, everyone brings their own team at their own levels. On one PC, guests borrow the host's toy box. A team is up to 9 cards with two Toyboxes, 6 each with three, 5 each with four.
- Hearts and Dream Stars are shared, and the bedroom upgrades are the host's.
- The nightmares have 20% more health for each extra Toybox, and 10% more with a Moon.
- Dropping in: a friend can join or leave at the next wave. A Toybox that joins gets four of the host's spare toys and 75 Glow, and adds a heart (up to five). Joining closes on the final wave.
- Rewards: the host gets a solo night's rewards and progress. For a visitor, a campaign level up to one past their own highest counts as their own win; otherwise it pays replay coins. No revive.
Slumber Party
One big room. Ten lanes!
- Push the beds together! Each Toybox brings a lane, and everyone places anywhere.
- One tall room: 6 lanes plus one per Toybox, so 8, 9 or 10 lanes. Two to four Toyboxes and, if you like, a Moon.
- The night is a plain campaign night near the host's level, made wider, with 300 more starting Glow for each extra Toybox.
- Rewards are the Sleepover's.
Bunk Beds
Two rooms, one sleepover.
- Two rooms play the same night at once, each defending its own bed, with one or two Toyboxes in each.
- One stack of hearts for the whole house: the host's hearts plus one, six at most. Both rooms have to reach dawn; the last heart lost wakes everyone.
- Care gifts: every 8 threat a room stops fills one of its two gift slots. With both full, the overflow becomes 25 Glow. A gift lands next door after a 1.5-second warning.
- "Help!" flashes the other room's gift slots.
- Rewards: 30% of a night's coins for a loss, 60% for a win.
| Gift | What it does next door |
|---|---|
| Glow Gift | 75 Glow. |
| Star Gift | One Dream Star. |
| Lullaby | The chosen lane is slowed 40% for 6 seconds. |
| Nightlight Loan | The three columns nearest the closet are lit for 10 seconds. |
| Pillow Drop | A Pillow Wall lands in the chosen lane. |
Pillow Fight
Stop nightmares, mail pranks!
- Two bedrooms get the same waves. Every nightmare you stop fills your Pillow Bag with pranks to mail next door. In winter it is the Snowball Fight: the same match, with snowballs.
- The night is a plain campaign night with no rule and no boss, at one of three speeds: Cozy (level 40), Brisk (120) or Wild (300). A match is one night, about 6 to 8 minutes.
- Toys: Mirror Box deals both sides the same seven toys, always with a Nightlight and a Dart Soldier; Pick 7 lets each side choose seven at one even level; Own Toys uses your own levels and bedroom. In 2v2, Mirror Box deals ten a side, five to each partner, and partners can swap.
- The Pillow Bag: every 8 threat stopped deals a prank into one of two slots. With both full, the overflow is 25 Glow. A prank can be cashed in for 75 Glow instead of mailed. The pranks: Bunny Bundle, Laundry Day, Moth Mail, Spider Hop, Blob Drop, Lights Out, and Bucket Buddy from wave 4.
- Delivery: a prank warns for 2.5 seconds, then its lane is closed to pranks for 8 seconds. None before wave 2 or in the final wave. Pranks sent at a kid on their last heart walk at 60% speed.
- Comfort Glow: a player a full prank card behind gets 15% more moonbeams.
- Winning: the first kid to wake up loses. If both see dawn, the higher Sweet Dreams score wins: 10 × the threat stopped, plus 300 a heart left, plus 100 a race car unused. Within 1% it is a pillow pile, and both win.
- Rewards: 30% of a night's coins for a match, 60% for a win.
Closet Keeper
Someone runs the closet tonight!
- One player runs the closet and sends the nightmares; the others defend the bed. With nobody in the closet a bot runs it, for practice.
- The night is a plain campaign night near the host's level with its own waves at 55% strength: the Keeper brings the rest.
- Dread is the Keeper's Glow. It starts at 30 and grows from the first wave, 25% faster for each extra Toybox.
- The hand: four nightmare cards from the night's own nightmares, never a boss. A card costs 10 Dread per threat: a Shadow Crawler 10, a Laundry Ghoul 30, a Bucket Brute 60, a Wardrobe Golem 140.
- Sending: the closet door glows on the lane for 2 seconds, then the nightmare steps out. That lane rests for 4 seconds. Nothing can be sent before the first wave or during the final one.
- Winning: the defenders have 3 hearts. The Keeper wins with three scares before dawn; the defenders win if the kid sleeps through.
- Closet Crew: two or three Keepers share the closet. Each holds three cards; Dread and the lanes' rests are shared, and Dread comes 25% faster for each extra Keeper. Each nightmare wears its sender's colour.
- Rewards: 30% of a night's coins, 60% for a win.
Runs together.
Two of More Nights' runs can be played with friends: Boss Parade and Sleepwalk, each with two to four Toyboxes and a Moon if you like. Favours, charms and doors are decided by a vote, and friends can join or leave between nights.
Numbers from the game's own data, version 1.0.0 as of November 13, 2026. Toy and nightmare numbers are the base values: every night scales the nightmares to its level (how). You are reading for the phone game (iPhone, iPad, Android): the switch at the top shows the PC game's numbers.You are reading for the PC game, coming to Steam: the switch at the top goes back to the phone game's numbers.