Death Stranding Wiki
This article is about the genre that focuses on "connection" and asynchronous multiplayer features. For other uses of the term "strand", see Strand (disambiguation).

The Social Strand System is the core framework that embodies Death Stranding's central theme of "connection." It integrates asynchronous multiplayer elements directly into the gameplay experience, allowing players to support one another indirectly through shared structures, signs, and deliveries. Due to the system’s foundational role in both the game’s mechanics and narrative philosophy, Hideo Kojima has referred to Death Stranding as belonging to a new genre he calls the “strand” genre (in addition to being of the action genre).[1]

Overview[]

Death Stranding is primarily a single-player experience, with the player assisting Sam in undertaking his journey across a fractured America alone, and not alongside other players. However, the game incorporates a unique form of online interaction, via the chiral network, described as the "Social Strand System."

While Sam travels in solitude, working to reconnect the remnants of a fractured America by delivering essential cargo and establishing new strands by connecting with isolated facilities, preppers, and cities. Through the chiral network, players can indirectly interact with one another by leaving behind equipment, structures, and signs. Though they cannot meet in person, these shared contributions—such as bridges, postboxes, ladders, and even safe houses—can ease the path for others, and are rewarded with likes. In this way, players forge invisible bonds, reinforcing the game's central message: even in isolation, connection endures.

Core mechanics[]

Likes[]

Likes can be given to players by interacting with structures, equipment, vehicles, or signs left behind in areas connected to the chiral network. To prevent spamming, there is a cooldown when giving consecutive likes to the same object or contributor within a certain amount of time. Accumulating likes not only reflects a player’s contribution to the wider community, but also improves visibility and access to other players’ structures—further strengthening the shared infrastructure across the continent.

Bridge Links[]

Bridge Link menu

The Bridge Link menu, note the list of users encountered and the data of the strand contracts made with them.

Accessing the "Bridge Links" tab in the cuff links menu displays a list of players whose structures, signs, or items have appeared in your world, or who have interacted with yours. The first tab lists all players you’ve encountered indirectly through the shared online environment, regardless of whether you’ve engaged with their contributions. The second tab shows only those with whom you’ve formed a mutual connection, while the third is reserved for Strand Contracts—players you’ve chosen to prioritize in your game world. Selecting your own entry from this menu will display a detailed summary of your activity and stats.

Strand Contracts[]

Strand Contracts can be established between players through the Bridge Links menu and dissolved at any time. Establishing a Strand Contract increases the visibility of specific players' structures, signs, and other contributions in your world. This not only makes their assistance more tangible, but also allows them to earn Likes more easily, contributing to their Bridge Link rating.

Establishing a Strand Contract is akin to “favoriting”—or “friending”—another player. Both you and the other player will receive more Likes, and the likelihood of encountering that player’s items, structures, footpaths, and other contributions in your game world is significantly increased. As your Porter Grade improves, you’ll gain the ability to maintain a greater number of Strand Contracts simultaneously.

Shared items[]

When first exploring the fractured regions of America, the player’s access to the chiral network is extremely limited. The map displayed via the cuff links shows only topography, the delivery’s origin and destination points, and a suggested route. Information from the odradek is similarly restricted, and players cannot yet access the chiral printer.

However, once a region is brought online by interfacing with a designated terminal, far more information becomes available. Players can begin to discover items and structures left behind by others—intentionally or otherwise. As noted earlier, interacting with these shared elements will automatically award the original creator a like, with especially helpful contributions potentially earning more.

Shared structures[]

Shared Stucture

A shared structure greets Sam with a chiralgram. Note the Likes received.

Players with sufficient resources can build structures that benefit anyone who encounters them within a region connected to the chiral network. These structures can be constructed all at once by a single player or collaboratively, with multiple players contributing resources and sharing in the resulting rewards. Whether or not a structure appears in another player’s world seems to depend on the number of likes each player has received and the strength of their Bridge Link connection.

Shared signs[]

Players can place signs throughout any region connected to the chiral network. These signs serve various purposes—highlighting helpful structures, pointing out hot springs, offering encouragement, or warning of nearby hazards. As with shared structures and items, other players can like signs they find useful. Once placed, signs will automatically appear for others when Sam uses his scanner to ping the area.

The Seam[]

If Sam dies, he enters the Seam—a liminal space between the world of the living and the dead. Here, the player can navigate Sam’s soul back to his body to restore him to life. While in the Seam, the floating souls of other players can also be seen drifting through the tar. By approaching and touching these souls, the player can strengthen their connection with those individuals before returning Sam to the living world.

Other mechanics[]

Footpaths[]

When using the odradek, players may spot faint blue footprints—traces left by other porters who have taken the same route. If enough players follow the same trail, a visible footpath will gradually form, smoothing the terrain and making traversal easier for everyone who follows.

Resting and urination[]

When Sam rests in a location, a small, holographic stone cairn is left behind. These cairns can be seen by other players, and if multiple players rest in the same spot, the cairn will grow as more stones are added, forming a larger rock pile over time.

Similarly, when Sam urinates on the ground, a single, holographic mushroom may sprout. If many players relieve themselves in the same location, the mushrooms will cluster and grow in size. Eventually, a colony of cryptobiotes will begin to gather around the mushroom patch, which can then be harvested by the player.

Combat assistance[]

A white Sam helping another Sam

A "white Sam" helps another Sam by throwing him a tool useful in battle.

During battles against BTs, other players can assist Sam in limited but meaningful ways. While they cannot join the fight directly as in traditional multiplayer games, white, ghost-like figures resembling Sam will emerge from the tar to offer support. These figures represent fellow porters and will throw useful items—such as hematic grenades or blood bags—to aid Sam in gaining the upper hand during tough encounters.

Notes[]

  • On February 13, 2018, Kojima Productions registered trademarks for "Social Strand System" and "Strand Game".[2]
  • Kojima has stated that "Social Strand System" is his name for the perceived genre-defying aspects of Death Stranding, similar to his use of "Tactical Espionage Action" before the then-genre-defying aspects of Metal Gear came to be commonly categorized as the "stealth genre".[3]

References[]