Unity Colyseus Turn-Based Puzzle

Job ID: 40133538

Budget: $250 – $750 USD

I’m building a small-scale puzzle game in Unity and I want the whole experience to feel seamless whether the player is on Windows, macOS, Android, or iOS. Colyseus will power the server side, and the key mechanic is a synchronous, turn-based multiplayer mode where two to four players solve the same board in alternating turns.

I already have the core visual style and single-player prototype blocked out, so your mission is to wire up the networking layer, handle match creation and reconnection logic, and make sure each move is validated by the server to prevent cheating. Because this is a puzzle title, latency tolerance is generous, but turn order integrity is critical.

Deliverables I need from you:
• A Colyseus server room that supports lobby creation, invites, basic ELO tracking, and graceful handling of rage-quits or disconnects.
• Unity client code (2022 LTS) that connects to that room, updates game state locally, and pushes validated moves back to the server.
• Cross-platform build pipeline set up in the repo so I can hit one command and export PC and mobile builds.
• Short read-me explaining how to deploy the server (Docker preferred) and how to add new puzzle levels without touching network code.

Acceptance criteria: players can start a match from either platform, complete at least one full game with no desyncs, and rejoin within 60 seconds after a forced disconnect without losing state.

If you’ve shipped a Colyseus title before or have a demo that shows authoritative turn handling, let me know—seeing real examples helps me choose quickly.