Work · Interactive product / Unity / In development
Capy
Building an adventure engine, not a collection of mini-games.
What it is
Capy is an adventure game in development. In its first story, Missing Moon, a night at the observatory unfolds through authored challenges: an opening, a broken star pattern to restore, a telescope to fix.
Why it needed to exist
Mini-game collections cannot tell a story and story games cannot scale content. An engine that runs authored challenges through reusable mechanics can do both.
What Idealink did
Idealink is building the engine and the first vertical slice in Unity: the adventure and challenge runtime, character and content systems, persistence, analytics hooks, and the authored art for Missing Moon.
- Status
- In development
- Relationship
- Idealink venture
- Industry
- Children's adventure games
- Period
- 2026 — in development
- Platform
- Unity
- Idealink role
- Game systems, content pipeline, art direction, Unity engineering

Thesis
Authored adventures die when every puzzle is hand-coded. Capy is the interactive-system story: one challenge runtime, one character system, one content pipeline — so an evening's adventure is data, not a new build.
01
Day one, as authored
The vertical slice proves the chain from story beat to runtime.
Opening
The observatory, the missing moon, the promise of the night.
Broken Star Pattern
A pattern board with star, crescent and empty slots; distractor tiles; a hint engine that nudges without solving.
Fix the Telescope
A master telescope with wrong-part variants — lens, gear, stone — and the right ones, assembled to look at the sky.
02
Authored objects
The star-pattern board and the telescope: challenge objects with variants the runtime can swap.

03
The engine, by assembly
- Core · App
- Boot, clubhouse and adventure scenes; app lifecycle
- Adventure
- Story beats and progression for an authored day
- Challenges
- Challenge runtime with reusable mechanics and a hint engine
- Character · Content
- Character system and a content pipeline that turns authored assets into runtime data
- Persistence · Analytics · Adaptive
- Save state, analytics hooks, adaptive difficulty scaffolding
- Tests
- Edit-mode and play-mode test assemblies
A new challenge is content and a mechanic reference, not a new scene and a new script.
Outcome
Where it stands
Missing Moon exists as a playable day-one greybox on top of the adventure and challenge runtime, with authored art arriving in batches. Capy is in development and is shown here as such.
Stack and capabilities
Only what mattered
- Unity
- C#
- Addressables
- URP