In development
Compactory 2
In development: the co-op factory sequel, now with friends online.
Solo developer · 2026 – Present · Early production · actively building
Unofficial sequel to Compactory. Early production: online co-op architecture, map generation, and player actions in-engine — not a playable slice yet.
The work so far is how two people play when they are not on the same couch, and how the game can grow without starting over.
- Map generation and player movement running in-engine — early, not a vertical slice yet.
- Same factory idea, now aimed at friends who are not on the same couch.
- Prediction is the current problem: actions should stay responsive while the sim stays authoritative enough for co-op.
- Composition so new machines can land later without tearing the core up.
- One loading entry point so sessions stay predictable as the world grows.
What landed
Map generation and basic player actions running in-engine
Networking and loading architecture in place before content scale-up
How it was built
- Unity (C#) with PurrNet for online co-op.
- Client-side prediction with PurrDiction so movement stays responsive while the simulation stays authoritative enough for co-op.
- Single entry-point loading pipeline.
- Composition-based gameplay systems, so content can scale without a deep inheritance tree.
The hard parts
Prediction
Keeping player actions responsive while the simulation stays authoritative enough for co-op.
Architecture
Composition over inheritance so new machines, items, and modes do not require rewriting the core loop.