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Co-op Game Design in 2026

There's a term floating around that developers either love or hate: "friend slop."

It started as an insult. A way to dismiss low-budget co-op games as shallow content farms designed for viral clips. But then Peak sold 11 million copies in two months. R.E.P.O. dominated Steam. And suddenly the developers making these games started embracing the label.

"We actually think friend slop is a fire term," said Paige Wilson from Aggro Crab, Peak's publisher. "It's used to describe a low-cost game that you and your friends can pick up whenever, have some fun, hang out, and expect a bit of jank. I think some people might not view it as this, but we do!"

Here's what I've learned about why these games work, and how you can design one.

The Games That Defined 2025

Lethal Company (2023) kicked off the wave. Solo developer Zeekerss created a co-op horror game where you collect scrap from abandoned facilities while avoiding monsters. It sold millions and spawned an entire genre.

View Lethal Company on Steam →

R.E.P.O. (2025) took the formula and made it goofier. Robot avatars. Exaggerated physics. Players swore it was "so funny it was hard to be scared." It became one of the biggest co-op games of 2025.

View R.E.P.O. on Steam →

Peak (2025) proved the formula works outside horror. Climb a mountain with friends. Fall off. Laugh. Try again. 11 million copies sold. The game was made in 4 weeks during a game jam in South Korea.

View Peak on Steam →

The Core Design Principles

After studying these games and reading developer interviews, here's what they all share:

1. Low Barrier to Entry

$8 or less
Peak's pricing theory: "Eight bucks is still five bucks. It doesn't become ten bucks."

These games cost under $20. Most are under $10. Peak launched at $5, then $8. The developers had a whole theory about price psychology: "Six bucks is still five bucks. Three bucks is two bucks. Two bucks is basically free."

But it's not just price. The games are easy to learn. You don't need prior gaming experience. You don't need to understand complex systems. Your non-gamer friends can join.

2. Failure Is Funny

In Peak, I've never survived to the end of a run. I keep playing anyway.

The most entertaining moments aren't victories. They're watching your friend miss a jump and fall off a mountain. Eat poisonous food. Get chased by the scoutmaster.

Design for comedic failure states. Make death spectatable. Let players laugh at each other.

3. Proximity Chat

Almost every successful friend slop game has proximity voice chat. Your voice gets quieter as you move away from teammates. Character mouths lip-sync to what you're saying.

This creates natural comedy. Someone screaming for help in the distance. Whispered conversations. The panic when you realize you've wandered too far alone.

4. Physics Jank (Intentional)

The wobbly, unpredictable physics aren't bugs. They're features.

When your character ragdolls unexpectedly, it's funny. When objects bounce in weird ways, it creates stories. The jank is the content.

5. Shareable Moments

These games are designed for clips. Twitch. TikTok. YouTube Shorts.

Every session produces moments worth sharing. The algorithm loves them. Players become marketers without realizing it.

What Makes Them Different From Traditional Co-op

Traditional Co-opFriend Slop
Winning is the goalHanging out is the goal
Skill requiredAnyone can play
Solo mode worksSolo mode is sad
Story-drivenMoment-driven
$40-60$5-20
PolishedIntentionally janky

The Verge's analysis nailed it: "In friend slop, the main objective is humor. Winning is secondary."

The Loneliness Angle

Here's something the critics miss when they dismiss these games as "slop."

We're in a loneliness epidemic. People are isolated. Remote work scattered friend groups. These games give people a reason to hang out virtually. They're low-commitment social spaces.

As one writer put it: "a real path to salvation from divisive and isolating times."

That's not nothing.

The Economics

4 weeks → 11 million copies
Peak was developed during a month-long game jam in South Korea.

These games are cheap to make. Small teams. Short development cycles. Low-fidelity graphics that players actually prefer because they're charming.

Content Warning took a small team and minimal time. Peak was a game jam project. R.E.P.O. came from a studio that makes experimental games.

The math works: low investment, high potential upside, and a genre that rewards authenticity over polish.

Notable Examples

The Essentials:

  • Among Us (2018) - the prototype
  • Phasmophobia (2020) - ghost hunting with proximity chat
  • Lethal Company (2023) - the genre-definer
  • Content Warning (2024) - filming monsters for views
  • Peak (2025) - climbing chaos
  • R.E.P.O. (2025) - goofy horror extraction

The Experiments:

  • Guilty as Sock! - courtroom drama with sock puppets
  • Mage Arena - $2.99, cast spells by shouting
  • Lockdown Protocol - Among Us meets chore simulator
  • YAPYAP - wizards vandalizing a tower

Why Web Games Fit Perfectly

Here's where it gets interesting for browser-based developers.

Friend slop games have two requirements: low barrier to entry and instant multiplayer. Web games nail both.

No downloads. No installs. Share a link, everyone's playing in 30 seconds. That's the dream for co-op games.

The technical challenges (WebSocket multiplayer, physics sync, voice chat) are solvable. We have WebSocket tutorials for a reason.

The bigger question is design. Can you create moments worth sharing? Can you make failure funny? Can you give friends a reason to hang out in your game?

If You're Building One

Start with the social loop. What will players talk about after? What stories will they tell? Design for those moments.

Embrace the jank. You don't need AAA polish. Players prefer charm. Ragdolls are your friend.

Price it low. $5-10 is the sweet spot. You want entire friend groups buying in. Four copies at $8 beats one copy at $30.

Add proximity chat. It's practically required. Players expect it now.

Make it clippable. If nobody's sharing clips of your game, you're missing free marketing.

Test with actual friend groups. Solo playtesting won't tell you if the social dynamics work.

The games that win aren't the most polished. They're the ones that give friends a reason to laugh together.


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