Aquarium Puzzle Engine
Windows, macOS, and Linux. ... Link to documentation ... The engine only owns puzzle rules and data. Rendering, animation, and screen flow are yours, with an optional uGUI view template ...
by Laisarre
Price History +
Features
- Procedural puzzle generation with a time budget and optional difficulty targeting (Easy/Medium/Hard);
- Editor workbench for authoring puzzles by hand, from a solution sprite, or from a hand-painted water mask;
- Built-in solver: validates a board and checks uniqueness/solvability;
- Dependency-free play field model (water pouring, crosses, mistake checking, completion);
- Full-color final layout reveal on completion;
- Level collections and registry, organized by theme, size, or difficulty;
- Thematic level ordering and an optional per-category economy/reward layer;
- Content validator for catching orphaned or misconfigured levels before shipping;
- No-code sample: two pre-wired, playable menu + gameplay scenes, wired entirely through the Inspector;
- No third-party dependencies: pure C#, works with Built-in, URP, and HDRP.
Supported platforms
The runtime assembly has no third-party or native dependencies, so there's nothing platform-specific to port.
Supported platforms (Editor)
Windows, macOS, and Linux. The engine is pure C#, no native plugins or OS-specific tooling.
Requires
Unity 6000.2 or newer.
The Unity UI package (com.unity.ugui) must be installed.
Nothing in the code requires anything past plain C# 8/9, so it may well work on
older LTS releases too, but that hasn't been tested and isn't guaranteed.
Link to documentation
https://aquarium-puzzle-engine.laisarre.icu/documentation
Aquarium Puzzle Engine is a Unity toolkit for Aquarium (Water Sort/nonogram-style) logic puzzles: procedural generation, a validating solver, level authoring, and runtime play logic, all as a single self-contained package.
Content is fully customizable. Puzzles can be generated procedurally at any size from 5×5 to 30×30, authored by hand in the built-in workbench, or generated from a solution sprite. Board-size categories, rewards, and difficulty targeting are all data-driven through a shared game config, so you can reshape the puzzle set for your own game without touching code.
It fits any project that wants a logic-puzzle mode or minigame layer: casual and hyper-casual mobile games, puzzle-hybrid meta layers, or a standalone puzzle title.
The engine only owns puzzle rules and data. Rendering, animation, and screen flow are yours, with an optional uGUI view template and a full No-Code Integration sample to start from.