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CozyCrate - Complete 2D Packing & Management Game Template preview
Unity

CozyCrate - Complete 2D Packing & Management Game Template

By Szekeres

$39.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $19.98. The latest store price is $39.99.

Recorded prices for CozyCrate - Complete 2D Packing & Management Game Template 4 price observations from Sep 24, 2026 to Nov 4, 2026. Lowest recorded price $19.98. Exact dates and prices are listed below. $0.00 $20.00 $39.99 Sep 24, 2026: $19.98. Unity New Release Discount 2026-09-24 2026-10-08 Sep 24, 2026: $19.98. Unity New Release Discount 2026-09-24 2026-10-08 Sep 24, 2026: $39.99. Unity First Price 2026-09-24 2026-09-24 Nov 4, 2026: $39.99. Latest store price Sep 24, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$39.99Latest store price
$39.99Unity First Price 2026-09-24 2026-09-24
$19.98Unity New Release Discount 2026-09-24 2026-10-08
$19.98Unity New Release Discount 2026-09-24 2026-10-08

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About CozyCrate - Complete 2D Packing & Management Game Template

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Modern
  • Art & Visuals > 2D
  • Art & Visuals > UI & GUI
Build a polished cozy packing game from a complete, playable Unity template. CozyCrate combines tactile parcel preparation with progression, customer management, supply planning, upgrades, bank actions, bills, and a guided campaign.

The included starter game moves each order through a clear hands-on loop: inspect the request, organize incoming goods, clean or repair damaged items, choose a carton, arrange items freely, add protection and handling labels, enter the address, fold and tape the box, then ship it for a scored payout.

The project is data-driven and source-included. Starter content lives in ScriptableObjects, gameplay rules live in focused C# services, and the interface is assembled from event-driven uGUI views. Replace the art, rebalance the economy, extend the campaign, or use the systems as a foundation for a different packing, sorting, fulfillment, or light-management game.

A COMPLETE PACKING LOOP
• Intake and organization: move incoming items freely so overlapping orders remain readable.
• Condition tasks: clean dirty goods and repair broken goods through focused mini-game interactions.
• Free-form packing: position and rotate items continuously inside four visually distinct carton sizes.
• Shape-aware validation: alpha-aware silhouettes and logical footprints prevent invalid overlaps without treating every sprite as a full rectangle.
• Protection choices: use bubble wrap and packing peanuts when an order needs additional care.
• Parcel finishing: fold carton flaps, drag tape across the seam, place handling stickers freely, enter the required address, and move the finished parcel to the conveyor.

ORDERS, VALIDATION & FEEDBACK
• Order requirements: item lists, quantities, client identity, address, handling rules, and condition states drive each parcel.
• Hard shipping checks: missing items, a wrong address, an unsealed box, or no selected carton blocks delivery.
• Soft scoring checks: packaging quality and handling mistakes reduce payout and appear in the shift report.
• Three play styles: Chill, Normal, and Rush adjust timing, penalties, bills, and campaign pressure.
• Clear daily reports: earnings, bonuses, penalties, costs, reputation, and progression are summarized between shifts.

PROGRESSION & MANAGEMENT
• Eight guided days: the opening curriculum introduces mechanics in context instead of exposing every tool at once.
• Procedural continuation: deterministic order progression keeps the game playable after the authored campaign days.
• Tablet applications: manage clients, shop upgrades, restock supplies, review bills and authorities, use bank deposits and withdrawals, handle loans, and change settings.
• Fourteen upgrades: workspace, storage, tool, automation, comfort, and cosmetic improvements use prerequisites and live effects.
• Six starter clients: category pools, reputation gates, purchase gates, payout multipliers, and distinct visual branding support a growing business.

DEVELOPER-FRIENDLY FOUNDATION
• Editable C# source: runtime, UI, editor tooling, content generators, and tests are included.
• ScriptableObject content: items, boxes, clients, consumables, stickers, upgrades, footprint shapes, difficulty profiles, localization strings, and tuning are separated from runtime logic.
• Content Wizard: create common content types from guided editor forms and register them with the master catalog.
• Validation tools: scan catalog references, IDs, content relationships, build setup, and common configuration mistakes.
• First-open welcome window: jump directly to the Boot scene, customer guide, content tools, and setup checks, with hide and disable options.
• Single HTML manual: searchable, responsive documentation explains setup, architecture, reskinning, balancing, new levels, content creation, testing, builds, licensing, and extension recipes.

STARTER CONTENT INCLUDED
• 30 categorized item definitions with authored sprites and varied visual sizes.
• 4 carton definitions with distinct open and closed artwork.
• 6 client definitions with progression and payout settings.
• 14 upgrade definitions with prerequisites and typed effects.
• 8 guided curriculum days plus procedural progression.
• 3 difficulty profiles.
• Handling labels, consumables, item-care interactions, tablet apps, reports, tutorials, generated fallback visuals, and procedural fallback audio.
• Boot, Main Menu, and Workshop scenes.

TYPICAL WORKFLOW
• Open the included Boot scene and play the starter game.
• Use the Content Wizard or duplicate an existing definition to add items, clients, boxes, upgrades, or other content.
• Register new definitions in the central catalog.
• Replace sprites, colors, text, sounds, and balancing values with your own production content.
• Add authored day definitions or tune procedural progression.
• Run content validation and the included test suites before exporting your game.

Unity price last checked .

Prices and availability may change.