Top Down – Rogue-like Engine


Build top-down roguelikes, bullet-hell and survivors-style prototypes in a day, not months. 16 connected systems - weapons, AI, abilities, loot, shop, dialogue, UI - all configured from the Inspector


by TkKoi


★★★★★ star rating
Price History +

DOCUMENTATION | ROADMAP | WebGL DEMO | DISCORD SUPPORT


Building a roguelike from scratch takes months. This engine gets you to a playable prototype in a day.


You want to ship the next Nuclear Throne, Enter the Gungeon, or bullet-hell roguelike - not spend your first three months writing a character controller, an AI state machine, and an inventory system, or untangling a 200 MB general-purpose framework where your genre is one demo scene out of ten.


Top Down - Rogue-like Engine is specialized. It does one thing: top-down action roguelikes. Every system the genre needs is included, already connected, and configured entirely from the Inspector. Open the demo scene, press Play - you have a working game. Swap the art, tune the numbers - you have your game.


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➕ ADD-ONS

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🛠 ONE WORKFLOW FOR EVERYTHING

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Every system follows the same pattern: create a ScriptableObject → assign it in the Inspector → done.

  • No boilerplate, no architecture decisions, no hidden dependencies.
  • New weapon, enemy, ability, item, or dialogue - minutes in the Inspector, zero code.
  • Need custom behavior? Inherit one base class to add your own weapons, abilities, AI states, or actions. The core stays untouched, so updates never break your work.

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✅ WHAT'S INCLUDED (All systems are described in the documentation)

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🔫 Weapons

  • Ranged weapons with multi-shot, spread, recoil, and burst fire. Bullet-hell ring and step-based attack patterns. Melee weapons with slash, thrust, and dash modes.

🤖 AI System

  • Visual inspector-based logic editor - add states and transitions without code. OR-logic priority system, built-in sensor targeting. Includes 10 ready-to-use states and 10 conditions.

🧙 Ability System

  • ScriptableObject-based active and passive abilities. Up to 4 hotkey slots with cooldown tracking. Passive upgrades on duplicate pickup, consumable abilities, starting abilities, and 13 example skills.

💬 Dialogue System

  • Node-based visual editor with drag-and-drop branching conversations. Typewriter effect, player choices, and an action system to trigger in-game events (give items, start quests, unlock doors).

🎵 Audio System

  • Fully modular audio manager with per-category voice pools and AudioMixer integration. Auto-sync category folders - drop AudioDataSO assets into a folder and the list updates automatically. Waveform preview, per-sound cooldown, fade in/out, spatial blend, and clip variance. Dedicated music player with sequential/random playback, crossfade, and gap between tracks. All configured via Scriptable Objects, no code needed.

🎒 Items, Loot & Shop

  • Data-driven inventory, pickup and drop logic with weighted loot tables. In-game shop with random selection and multi-currency support.

🖥 UI System

  • Health and ammo bars, progress bars with Lag Fill and Under-Lag effects. Animated window transitions, centralized loading screen, floating damage/heal/currency text configured via ScriptableObjects.

🎥 Camera & Visual Effects

  • Cinemachine shake, zoom, and tilt. Full-screen blink overlay and post-processing effects (Bloom, Chromatic Aberration, Vignette, Color Grading, Depth of Field). Each effect supports Yoyo, In-only, and Out-only presets.

⚡ Action System

  • Reusable, stackable effects triggered by states (Dash, Hit, Attack) or directly from scripts.

🔄 Object Pooling

  • Centralized high-performance pool for enemies, projectiles, drops, particles, and weapons.

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🎮 TRY IT BEFORE YOU BUY

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The WebGL demo is built 100% with this engine, using the same prefabs and ScriptableObjects you get in the package. What you play is what you ship.


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🔥 OTHER ASSETS:

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If this engine saved you time, a review helps a small specialized tool stay visible next to the big general frameworks - more than you'd think.


📧 Support: tkkoideveloper@gmail.com