I am looking for one Unity gameplay engineer to help continue a small vertical-slice task for Cost of Continuance.
Project reference:
Contact:
Cost of Continuance is a PC-first systems game built around persistent consequence. Earlier decisions change later availability, routes, resources, and state. The current task is narrow: implement one small playable increment that shows a decision creating a visible branch outcome.
Current progress:
18 playtesters each played the prototype 3 to 6 times. The recurring feedback was that choices felt weighted and that players sensed a larger system underneath.
The open question is no longer whether the concept creates interest. The open question is whether a non-founder engineer can take a bounded spec and produce a working playable increment.
Compensation:
This is revenue share or equity only at this stage. No cash salary is available right now. Terms will be discussed clearly and written down before project access is granted.
First task:
- one decision or state variable
- one visible branch outcome
- working Unity build
- source handoff
- short implementation note
The work will happen in a clean sandbox repo using cleared materials only.
Useful experience:
- Unity C#
- gameplay or prototype implementation
- state or branching logic
- Git or source handoff
- at least one Unity sample, such as a jam game, prototype, personal project, GitHub repo, or shipped gameplay work
Out of scope:
- combat redesign
- art direction
- story direction
- networking
- mobile work
- live-service architecture
- broad redesign
To apply, reply here or join the Discord above and send:
1. one Unity gameplay sample
2. your availability over the next 72 hours
3. whether revenue-share/equity-only terms are acceptable
4. how you would approach one small branch/state task from a one-page spec