Coilz.io – Slither, Snake & Worm Arena Game


Unity 6. ... - Sub-linear growth with a length cap: even a maxed-out snake stays cheap. 300+ fps in ... touching the core. ... For HDRP, assign an unlit HDRP material to that same field.


by PrimeMode Studios


Price History +

Complete slither-style snake arena game with a twist: close a loop with your body to capture everything inside. Smart AI rivals, desktop + touch controls, 100% procedural art. Unity 6.

Coilz.io is a finished, commented snake-arena game you can publish, reskin or extend in a day. Press Play and you already have a menu, an arena full of rivals, power-ups, hazards and a results screen.


WHAT MAKES IT DIFFERENT

- LOOP CAPTURE - cross your own body to close a loop. Orbs inside fly to you with a bonus, rival heads inside are trapped, rival bodies crossing the loop are severed.

- TAIL SHED - drop your last segments as a glowing mine wall. Costs mass, wins chases.

- POWER ORBS - Magnet, Frenzy and Phase, each with its own glyph, ring, label and

minimap marker.

- VORTEX HAZARDS - drifting gravity wells that pull snakes and food toward a lethal core.


A COMPLETE GAME, NOT A DEMO

- Main menu with animated serpent picker (10 procedural skins), random names, how-to-play tips, sound and control options.

- HUD with stats, kill feed, leaderboard, ability cooldowns, power timers and minimap. Pause menu, elimination banner, results screen with best score.

- Smart AI rivals with personalities (aggression, greed, caution, loopiness, boost-happiness): they hunt, dodge, boost, shed and perform loop captures.

- Endless or timed rounds.


DESKTOP AND MOBILE FROM THE SAME BUILD

- Mouse / WASD, or a floating touch joystick with round Boost / Shed / Pause buttons.

- Auto-detects the device; players can force PC or Touch from the menu.

- Safe-area aware HUD, compact layout on phones, landscape project settings, screen kept awake.

- Legacy Input Manager and the new Input System are both supported.


BUILT TO SHIP

- 100% procedural: no textures, fonts, prefabs or audio files in the package.

- One dynamic mesh (one draw call) per snake, one for all orbs. Dense spatial grid,

zero per-frame garbage.

- Sub-linear growth with a length cap: even a maxed-out snake stays cheap. 300+ fps in

the editor with 15 snakes and 1,500 orbs.

- One GameConfig ScriptableObject with tooltips holds every tunable value.

- Event bus and ISnakeBrain interface: plug your own AI, analytics or netcode without

touching the core.

- Clean namespaced C#, README, one-click demo scene (Tools > Coilz).


Requirements and dependencies

- Unity 6000.0 or newer (developed on 6000.3).

- Render pipeline: runs out of the box on the Built-in Render Pipeline. URP is supported: the

  procedural material falls back to the URP 2D unlit shader, or you can assign any sprite-capable

  material in GameConfig.spriteMaterial. For HDRP, assign an unlit HDRP material to that same field.

- No third-party packages, plugins or SDKs. The only dependency is uGUI (com.unity.ugui), which is

  part of every Unity project. No TextMeshPro, no Cinemachine, no tweening library.

- Input: the code compiles against both the legacy Input Manager and the new Input System and

  follows whichever the project uses. Nothing to install or configure.

- No art, audio or font files are required or shipped: every texture, mesh, UI element and sound

  effect is generated in C# at start-up. Text uses the font Unity provides to every project.

- No networking, ads, analytics or external services; the game never connects to the internet.

  Networking is not included (single player vs. AI).

- Everything installs into one folder, Assets/Coilz, and the package changes no project settings.