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.