COVID 35

COVID 35 key art
Date
2025
Team
5
Client
Ludomancer Studio
Platform
itch.io
Built with
Netcode for GameObjects · Unity · Unity Relay
DesignUI/UX Design
ProgrammingGameplay Programming · Network Programming · UI Programming
GenresMultiplayer · Strategy

COVID 35 is an online multiplayer serious game where teams govern six nations through a fictional pandemic, and cooperation between them, rather than competition, leads to the best outcome.

I was the project's largest contributor, building its networked multiplayer, core rules and interface in Unity.

The project

COVID 35 is an online multiplayer serious game made for Simon Fraser University’s Faculty of Health Sciences. It is based on the university’s Pandemics and Borders project, an international research group studying how travel measures are used to control pandemics. Wero Creative developed it with my client, Ludomancer Studio, and our team had five people.

Each team picks one of six nations

The game simulates a fictional coronavirus outbreak on a continent divided between six nations. Teams of students and stakeholders each act as a nation’s government and try to contain and eliminate the pandemic over a number of turns, while keeping their country socially, economically and politically stable.

They can aid their neighbors or harm them, and donate to a Global Health Organization.

My role

My job was to turn the design into a working networked game in Unity, using Netcode for GameObjects and Unity Relay, that a room full of players could join, play through and debrief together.

What I did

From January to August 2025 I was the project’s largest contributor, with 122 of its 293 commits.

The main game screen

Prototype and architecture. I built the first playable pieces: the game screen prototype, the turn timer, a new UI mockup, and the chat prototype that grew into the inter-team chat. I then structured the game around models, views and controllers for the clients, the server and each country, separating what the server owns from what each client displays.

The server runs the game flow and owns the turn clock, and it only ends a turn once every player has confirmed. Until a player confirms, everything on their screen is theirs to change. Confirming sends their choices to everyone.

Core rules. I implemented the turn and spending system with the correct order of operations, policies, emergency loans, vaccination, aid between countries, popularity, and donations to the Global Health Organization with a progressive global cost and a reset. My client and I replaced the original calculations with simpler, more direct ones that were easier to follow and test, starting with the disease stats in the pandemic model those rules feed into.

Hosting a room, or joining one with a code

Multiplayer that holds up in a real classroom. I fixed the server’s player count per country, and a bug that stopped a third player from joining: the Relay allocation was still sized by a prototype constant of two players instead of the room’s real player count. I also gave clients the right write permissions, and added safe disconnection and client reconnection that restores each player’s local policies. Clients now disconnect cleanly when the host leaves, the packet queue limit is higher, and the create and join buttons lock while a session loads.

Reconnection for players on unstable Wi-Fi is one of the features the client highlights.

The host's initial game settings

Game setup. I built the initial game settings screen and wired every field to the game’s variables. Before a session starts, the host can tune each nation’s infection rate, population, ICU capacity and popularity, along with the vaccination rate, when vaccines arrive, and how long each turn lasts.

The news popup

News and the rest of the interface. I built the news popup that reports on the outbreak as the game goes on, along with the main menu, the policy screens and a policy details popup, the pause, reset and emergency buttons, and the onboarding screens.

Results graphs, filterable by nation

Results for the debrief. I built the end-of-game results: graphs of infections, deaths, ICU usage, vaccination and popularity, with filters to show one nation or all of them. The client uses them for post-round debriefing.

The report: policies, GHO donations and international donations

I also built the report screen, which breaks down every policy each nation took, what it donated to the Global Health Organization, and what it gave to other nations, so the group can talk through who cooperated and who didn’t.

I fixed bugs through to the end of the project, including aid timing, the Global Health Organization aid report, and typos and dates in the news.

Outcome

COVID 35 is publicly released on itch.io by Pandemics and Borders, playable in the browser and on Windows. Wero Creative also features it in its portfolio.

We got feedback from the client throughout and kept improving the game with it. One lesson was almost funny: every screen they played on was 16:10, and we had only ever tested at 16:9.

Screenshots from Wero Creative’s project page.

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