State of Play
Ghost of Yōtei’s Legends Multiplayer Mode
Sony confirmed that Ghost of Yōtei: Legends—the game’s forthcoming online co-op mode—arrives with Patch 1.5 and will be free for all Ghost of Yōtei owners. Up to four players can team up online, choose from four distinct classes, and take on supernatural versions of the Yōtei Six across Survival, Story, and Incursion missions.
What Sony announced during State of Play
Sony used its latest State of Play presentation to lock in a firm date for Ghost of Yōtei: Legends, the game’s long-awaited multiplayer component. The expansion launches early next month alongside Patch 1.5 and is being positioned as a major content drop—one designed to extend Ghost of Yōtei’s lifespan well beyond the single-player campaign.
The headline is simple and consumer-friendly: if you own Ghost of Yōtei, you get Legends at no extra cost. What you’re receiving isn’t a small add-on or a limited-time playlist, but a full co-op mode with multiple mission types, class-based loadouts, progression loot, higher difficulties, and a dedicated social hub for practice and mini-games.
If you played Ghost of Tsushima’s original Legends mode, the concept will feel familiar: a supernatural remix of the base game’s combat language, tuned for teamwork and replayable challenges rather than story pacing. Where Ghost of Yōtei’s campaign emphasizes grounded drama and exploration, Legends leans into “mythic” rules—monstrous enemies, curse mechanics, and boss fights that demand coordination.
Release date details you should know
The official launch date is March 10, but Sony notes that Legends will arrive on March 11 in some territories, including Asia, Australia, and New Zealand. If you’re in the Philippines, plan around the March 11 window to avoid midnight confusion—your patch rollout may land a few hours later than the date shown in US-centric coverage.
Legends is delivered through Patch 1.5, which means you’re not buying a separate download from the store. It’s an update that adds a new mode entry inside the game, and it brings supporting systems—class selection, mission playlists, and a dedicated lobby.
How Legends works: co-op combat against demonic Yōtei Six
Legends is built around one core fantasy: you and your squad face monstrous, supernatural versions of the Yōtei Six. Instead of dueling human enemies in grounded skirmishes, you’ll enter missions designed for coordinated crowd control, revive pressure, objective defense, and boss mechanics that punish solo play.
That “supernatural remix” gives the designers permission to push encounters harder. Enemy waves can be denser, elites can hit faster, and bosses can demand specific responses—interrupts, stagger setups, territory control, or burst windows—depending on difficulty. The result is a mode that can stay fun for quick sessions while still offering an endgame ceiling for squads who want to optimize.
Sony says Legends launches with three mission types: Survival, Story, and Incursion. Each targets a different play pattern—short wave defense, curated two-player missions, and larger four-player stronghold assaults. A separate Raid is also planned for a later update in April.
Mission type #1: Survival is the four-player “hold the line” mode
Survival is the most straightforward entry point: up to four players fight off waves of increasingly difficult enemies across four maps. But the structure isn’t just “kill everything.” You’re also fighting to control territory on each map, and control has consequences.
While your team holds a location, you can activate a Blessing—a beneficial modifier that provides an advantage in battle. If you lose control, you unleash a Curse that puts your team at a disadvantage. Each map has its own unique Blessings and Curses, which effectively turns Survival into a tactical mode: your job isn’t only to survive, but to manage risk and avoid cascading failure when a point flips.
Expect the best squads to develop “territory discipline”: calling out who rotates, who peels, and when the team commits to retake a point versus stabilizing on safer ground. On higher difficulties, territory control mechanics usually become the real boss—because once a Curse is active, the margin for error shrinks dramatically.
Mission type #2: Story is a 12-mission co-op campaign for two players
Story missions are built for a smaller team: you and one other player tackle a series of 12 missions. Think of this as the mode’s onboarding lane: a curated path that teaches how Legends wants you to fight—how to use class kits, how to handle elite enemies, and how to coordinate without the chaos of four-player wave defense.
Story missions also matter because they’re tied directly to unlocking Incursions. After completing each set of three Story missions, you unlock an Incursion—a larger-scale activity designed for a full four-player team.
For players who prefer structure, Story missions will likely be where you spend your first few sessions. You’ll build fundamentals here: clean revives, shared target priority, and the rhythm of when to play aggressive versus defensive. By the time you step into Incursions, you should feel like you’re playing a teamwork game—not four single-player builds sharing a lobby.
Mission type #3: Incursions are four-player stronghold assaults with mythic bosses
Incursion is Legends’ “big” activity at launch: a large-scale four-player assault on a stronghold belonging to a member of the Yōtei Six. These are designed to feel like capstone missions—longer, more demanding, and more mechanically layered.
Each Incursion culminates in a boss fight against a giant, supernatural version of one of four figures: the Spider, the Oni, the Kitsune, or the Snake. That lineup is important because it suggests variety in boss mechanics. Even without spoilers, the names alone imply different threat profiles—mobility pressure, crowd swarms, deceptive patterns, or status effects—encounters that reward planning rather than reaction.
If you’re the type of player who likes “one more run,” Incursions are the likely hook. They’re the mode where class identity should matter most: one player controlling adds, one handling interrupts, one bursting priority targets, one stabilizing revives or stealth objectives. The fun comes from turning chaos into a clean execution.
A Raid is coming in April as a future update
Sony also confirmed a Raid for April—a separate piece of content meant to push squads to their limit. The Raid will pit teams against the Dragon and Lord Saito in what’s framed as Legends’ ultimate test. The patch version for the Raid is “TBA,” meaning it will arrive after launch in a later update.
That roadmap matters because it signals that Legends is not a one-and-done drop. The March launch is the foundation—three mission types, four classes, progression systems—and April extends the endgame with a dedicated challenge designed for coordination and mastery.
Four classes, one shared baseline: what each role brings
Legends is class-based, but it avoids the “wrong character” feeling by giving every class access to core weapons: a katana and a ranged weapon. From there, classes differentiate through special weapons, skills, and what parts of the combat system they excel in. You can think of it as shared fundamentals plus specialization.
Samurai
The Samurai is the broadest toolset class and can wield the ōdachi, a heavy blade designed for sweeping attacks against groups. In co-op terms, this is your stabilizer—strong at holding space, cutting through waves, and keeping enemies off teammates.
Samurai also has access to the widest range of weapon types, which suggests flexible builds: one setup for Survival crowd control, another for Incursion boss uptime, another for aggressive pushes that rely on team support.
Archer
The Archer can use the yari (spear) and can carry an additional ranged weapon. That combination points to a role built for pressure and control—tagging priority targets at distance, cleaning up elites, and creating breathing room when objectives get flooded.
In modes like Survival, a strong ranged specialist often becomes the squad’s “problem solver,” deleting threats before they reach the point. In Incursions, ranged flexibility can matter for interrupt mechanics or split objectives.
Mercenary
The Mercenary has access to dual katana and a variety of utility-focused abilities. That reads like a high-tempo damage dealer who also brings team value—mobility tools, burst windows, and support effects that enable faster clears.
Dual-wield kits typically reward positioning and timing. If you like playing aggressively, rotating fast, and capitalizing on stagger windows, the Mercenary looks built for that cadence.
Shinobi
The Shinobi can use the kusarigama and comes with a suite of stealth-focused skills. That implies disruption: isolating targets, setting up clean kills, and handling tricky scenarios where visibility and spacing matter as much as raw damage.
In a mode designed around supernatural enemies, stealth tools can be the difference between a clean objective and a wipe— especially on higher difficulties where revives are risky and elites punish overextension.
Each class can also earn unique armor cosmetics by completing feats through gameplay. Combined with loot progression and higher-difficulty rewards, that gives players a clear long-term loop: play missions, master your class, earn upgrades, and personalize your look as you climb into tougher challenges.
Progression, loot, and difficulty: why Legends is designed to last
Legends includes a loot chase beyond simple leveling. As you climb, you’ll earn gear through missions, and higher difficulties are designed to pay out better rewards—most notably Legendary weapons and gear tied to tougher challenges.
This is the hidden engine behind co-op longevity. A good co-op mode doesn’t just give you a fun mission once; it gives you a reason to return with your friends. Difficulty tiers create the “we can beat this” ladder. Legendary drops give you the “one more run” compulsion. And class kits create replay value because the same mission feels different depending on your role.
If Sucker Punch balances progression well, the early weeks after launch will have a natural flow: Story missions to learn the ropes, Survival to build confidence and practice teamwork, Incursions to test execution, and then the April Raid as a high-skill destination. That arc is exactly what keeps matchmaking healthy long after launch day.
A new Legends lobby adds practice tools and mini-games
Legends isn’t just missions. Sony says the expansion introduces a dedicated Legends lobby where players can practice combat and archery, challenge friends to a game of Zeni Hajiki, or chase a high score in Bamboo Strike.
This may sound like a small detail, but it matters. A great co-op mode needs a social “breather space”—a place to regroup after a wipe, swap loadouts, test a new weapon, or simply hang out while waiting for a friend to join. Practice tools also reduce friction for new players, which improves overall matchmaking quality.
Photo Mode returns as well, letting squads capture action shots together—an easy win for communities who love sharing builds, cosmetics, and dramatic “we survived” moments.
Online requirements and PS Plus: what you need to play
Legends is an online co-op mode. You’ll need an internet connection and a PlayStation account, and a PlayStation Plus subscription is required for online multiplayer. If you’re planning to jump in with friends at launch, verify everyone’s PS Plus status ahead of time to avoid “we can’t queue” surprises on day one.
The good news is that Legends being free for all owners keeps the player base unified. There’s no separate DLC purchase splitting the community, which is critical for fast matchmaking—especially across multiple playlists (Survival, Story, Incursion) and multiple difficulties.
Why this announcement is a big deal for Ghost of Yōtei
Multiplayer expansions can be tricky: if they’re too small, players sample them once and move on; if they’re too grindy, they burn out the audience that loved the single-player campaign. Legends is aiming for the sweet spot: a separate ruleset with its own mission types, class identity, progression rewards, and a roadmap that extends beyond launch.
The class design choice—shared fundamentals plus specialization—is especially important. It means new players can contribute immediately while experienced players still have room to optimize. In co-op terms, it reduces the “I picked the wrong role” problem and encourages squads to experiment rather than to gatekeep.
The most telling sign, however, is the cadence: March delivers the foundation, and April delivers the raid-tier challenge. That rhythm is what keeps co-op communities alive. Players learn, gear up, develop teamwork habits, then chase the harder content together. If you enjoyed Ghost of Yōtei’s combat, Legends looks like the mode that turns that combat into a weekly ritual.
FAQ
Legends launches with Patch 1.5 on March 10, with March 11 listed for some territories including Asia, Australia, and New Zealand.
Legends is free DLC included with Patch 1.5 for all Ghost of Yōtei owners.
Survival supports up to 4 players. Story missions are 2-player. Incursions are 4-player.
Legends launches with Survival, Story (12 missions), and Incursions. A Raid is planned for April in a future update.
You can play as Samurai, Archer, Mercenary, or Shinobi. Every class can use a katana and ranged weapon, and each also has unique weapons and skills.
Yes. Sony notes that PS Plus (sold separately) is required for online play or multiplayer, alongside an internet connection and PlayStation account.
