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Industry breakdown · 2 min · 10/9/2026
LEGO Voyagers: Adding Online Co-op Late
How Light Brick Studio added online co-op to LEGO Voyagers after the game was nearly done, using Unity Netcode for GameObjects, Relay and host-side validation.
What happened
Light Brick Studio built LEGO Voyagers as a local co-op physics game, then added online co-op after the game was essentially finished. Unity's Netcode for GameObjects and Relay got them to a working stack quickly, while host-side validation and latency-hiding attachment smoothing made shared physics feel fair.
Why it worked
- Off-the-shelf networking (Netcode for GameObjects, Relay) avoided building infrastructure.
- The host was the authority, which kept physics consistent between players.
- Smoothing hid latency at the moments players notice it most: when pieces attach.
What we'd take into a client project
- Decide in the first milestone whether the game will ever be online; retrofitting networking costs far more than planning it.
- Physics-heavy co-op needs a clear authority model before content is built.
- Use managed relay and netcode services first, and only build custom infrastructure if they block you.
Related
- Game development services
- Survive: Against the Monsters, our Unity shooter for PC and mobile
- Sonic Rumble: 32 players on low-spec phones
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.