ContractVille Part 3 – Doors, Drama & Trash Compactor Joy
ContractVille originally streamed on 3rd February – where we discovered that stopping mid-build is a personality flaw.
We Came Back Confident. That Was Our First Mistake.
We loaded into our half-finished house and immediately:
- Couldn’t see properly.
- Forgot what colour we used.
- Placed something wrong.
- Blamed each other.
Professional contractors.
“Press F.”
“Oh.”
“Why is it dark?”
“Because we haven’t put lights in.”
Strong start.
The Cladding Incident
Everything was fine until it wasn’t.
We’d stopped mid-cladding last stream.
Which meant this stream began with:
- “What colour did we use?”
- “That one.”
- “No it wasn’t.”
- “It looks the same.”
- “It absolutely does not.”
We ordered more.
It arrived.
It was wrong.
The sunlight made it look almost right, which is worse than being obviously wrong.
“This is why I don’t quit in the middle of it.”
Correct.
Stopping mid-renovation, even digitally, is asking for chaos.
Door Logic (Or Lack Thereof)
We also discovered something deeply upsetting:
The game does not tell you which way the door is oriented.
So you place it.
Confidently.
And then realise the inside is outside and the outside is inside.
“Can you undo it?”
“No.”
It just… lives like that now.
Add to that the fact the auto-plan gave us approximately twelve doors for what is essentially a shoebox house.
“There are too many doors in this house.”
There are.
It feels like a maze designed by someone who doesn’t trust privacy.
Painting Rooms of Questionable Taste
The mission required:
- Turquoise.
- Pale blue.
- Mocha.
- Dark orange.
The small turquoise room is… bold.
Intense.
Aggressive.
Committed.
“I wouldn’t even go full-on turquoise.”
Too late.
We plastered.
We painted.
We missed entire walls and only noticed because nothing was glowing orange anymore.
“I would have noticed it eventually.”
“Yes. When I had to do it for you.”
Equal parts chaos and competence.
Lighting: The Reveal
At some point we realised the house was… dark.
Because nowhere does the game gently tell you:
“Hey. You probably want lights.”
So we:
- Bought fixtures.
- Wired them.
- Connected switches.
- Pressed Q like electricians with zero qualifications.
And suddenly the place looked like a house instead of an abandoned storage unit.
Small victories.
Office Life & The Trash Era
After finishing the build, we returned to the office to “organise.”
This means:
- Me wandering with bags.
- Tel trying to introduce systems.
- Several moments of “why are you holding that?”
And then.
The trash compactor.
I cannot overstate how satisfying this was.
Process:
- Collect rubbish.
- Sort by colour.
- Stack.
- Close the doors.
- Red button.
- Green button.
- Compact.
- Sell.
“Who knew picking up rubbish could be even more fun?”
There is something deeply calming about turning chaos into neat compressed cubes.
It’s like emotional processing.
But with diesel.
The Outfit Reveal
We completed the “buy new clothing” side quest and somehow chose almost identical outfits.
“I went slightly more gothic.”
Correct.
It suits the vibe.
We are professional contractors who:
- Demolish enthusiastically.
- Compact rubbish joyfully.
- Argue about cladding.
- Accidentally twin.
Driving Banter & Pedestrian Survival
Somehow:
- No pedestrians were harmed.
- I did not drive.
- We hit Level 8.
- The van felt heavier when full (actual mechanic, not emotional projection).
“You haven’t run anyone over.”
“Yet.”
Encouraging.
What This Stream Actually Was
On paper:
Finish house.
Sort office.
Compact trash.
Level up.
In practice:
- Cladding confusion.
- Door orientation betrayal.
- Turquoise commitment.
- Trash compactor dopamine.
- Matching goth-lite contractors.
- Mild shouting.
- Zero resentment.
It’s chaotic.
It’s cooperative.
It works.
Where We Ended
We now have:
- A finished build.
- An organised office.
- A working compactor.
- More money.
- A new Joshua mission worth serious cash.
- A dangerously expensive “buy property and flip it” quest waiting for us.
And I am still not allowed to drive.
Fair.
So… Will We Be Back in ContractVille?
Maybe.
And that’s not a bad thing.
I think three streams in was enough for me to get a proper feel for what co-op ContractVille actually is. Not just the novelty of building a house together, but the rhythm of it:
- One person planning
- One person hauling
- A lot of back-and-forth logistics
- Occasional savage commentary about door placement
It’s satisfying.
It’s genuinely fun.
The trash compactor alone deserves its own award.
But I also think it’s a game that works best when:
- One of us is in deep focus mode
- Or we’re deliberately in “slow cosy grind” mode
And that’s different energy to the chaotic banter we bring to most co-op streams.
So it might be a little while before we return to our turquoise door maze empire. Not because we didn’t enjoy it – we absolutely did – but because I think I’ve worked out what kind of mood it needs.
And next week?
Next week we’re doing something very different.
Next Stream: đź’€ A Date With Death
A Date with Death
Zero cement.
Zero cladding confusion.
Zero door orientation trauma.
Maximum flirting.
If you’ve seen any of our banter, you already know this is going to be chaotic in a completely different way.
We’ll be live with A Date with Death next week – and I suspect I will be less concerned about paint swatches and far more concerned about my life choices.
More in this series:
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