Simple 3D Top-Down Roguelite Template - Enemy AI, Waves, XP & Upgrades(URP/HDR)
GeAr Development
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Top-down action/RPG starter for Unity: camera-relative controller + orbit camera, 3 enemy types, 3 attacks, upgrades, wave spawner, event-driven UI. Clean, extensible C# for fast prototyping.Build top-down action/RPG / roguelite gameplay fast. This starter gives you a clean, extensible codebase and all core systems: character + camera, enemy AI, waves, XP & level-up with upgrades, HUD/UI, and juicy feedback (flash + floating numbers). Ideal for prototyping quickly or learning solid Unity patterns.Who it’s forSolo devs and small teams who want a prototype-to-production foundation.Beginners who prefer well-commented C# and clear, modular systems.Studios needing a dependable combat loop they can iterate on.Key featuresOrbit/zoom camera with smoothing and wall collision probe.Character & CameraCamera-relative top-down controller (NavMeshAgent).Melee chaser, chase-and-attack FSM, and data-driven variants via EnemyDefinition + AttackProfile.Enemies & AI (3 types)Projectile shooter (driven by PlayerWeaponStats), lightning caster (multi-target + AOE), toxic cloud (DOT area).Attacks (3 types)Weighted upgrade rolls, stacks and conflicts; modify weapon, player, lightning and toxic stats.Progression & UpgradesXP orbs, level curves (fixed/linear/quadratic/exponential), pause-on-level-up.Configurable spawner: groups, delays, concurrency cap, “wait until cleared”, looping with multiplier.Wave SystemModal manager with pause ref-count + cursor handling, HUD XP bar, level-up panel. Unscaled fades (safe while paused).UI SystemInstancing-safe hit flash (MaterialPropertyBlock) and pooled floating damage numbers.FeedbackEvent-first design, minimal coupling, non-alloc physics queries, clear XML docs and tooltips.Configurable & ScalableScriptableObjects for definitions (enemies, attacks, upgrades).What’s includedFull C# sources for: player controller & camera, health/damage pipeline (IDamageable, DamageInfo), enemy agent/brain, wave spawner, XP/level manager and orbs, upgrade system, lightning/toxic skills, UI manager + panels, damage feedback + numbers.Sample scene and sensible defaults to get you playing in minutes.CustomizationTweak XP curves, enemy stats & perception, attack range/timing/damage, upgrade lists/weights, wave composition and UI behavior.Extend by adding new AttackProfiles and behaviors (clean seams and comments provided).CompatibilityUnity 2021.3+. Pipelines: Built-in / URP / HDRP (flash supports Emission or BaseColor).Uses NavMesh (bake required). Player controller uses the New Input System (easy to adapt if you prefer the old one).RoadmapOngoing updates with more attacks, characters and enemy types, plus additional samples and polish.SupportDocumentation/README and commented code throughout. Suggestions and feedback welcome.Key FeaturesOrbit/zoom camera with smoothing and wall-collision probe (RMB/QE + mouse wheel).Character & CameraTop-down NavMesh controller (camera-relative WASD/Stick, sprint, Animator “Speed”).EnemyAgent wrapper (NavMeshAgent + Health + Animator + XP drops).Enemies & AIData-driven EnemyDefinition + AttackProfile (melee/ranged-ready).Brains: chase-and-attack FSM + melee chaser. Clean seams to add behaviours.Toxic cloud (trail emitter + DOT area with per-tick caps).Attacks & Abilities (3 included)Projectile shooter (driven by PlayerWeaponStats).Lightning caster (multi-target pick, optional beam VFX, AOE on hit).Upgrades with weighted rolls, stacks and conflicts; modify weapon/player/skills.ProgressionXP & Level-Up system (fixed/linear/quadratic/exponential curves).NavMesh sampling for safe spawn placement.SpawningWaveSpawner: groups, delays, concurrency cap, wait-until-cleared, looping with multiplier.HUD_XPBar and LevelUpPanelDynamic (event-driven).UI FrameworkUIManager (modal stack, cursor control, pause ref-count).UIPanelBase (CanvasGroup fades using unscaled time).Juicy feedback: HitFlashHDRP (PropertyBlock) + DamageNumber (pooled).Health & DamageHealth + IDamageable/DamageInfo: armor, i-frames, regen, teams/friendly-fire, death flow.Non-alloc physics queries, instancing-safe PropertyBlocks.Architecture & ExtensibilityScriptableObjects for definitions (enemies, attacks, upgrades).Event-first design, minimal coupling, XML docs + inspector tooltips.Uses NavMesh (bake required) and the New Input System.CompatibilityUnity 2021.3+. Pipelines: Built-in / URP / HDRP.Combat core: Health, IDamageable, DamageInfo, DamageFeedback, DamageNumber(+Pool), ExperienceOrb.Included Scripts (high-level)Player: TopDownNavmeshInputController, TopDownCameraRig, PlayerWeaponStats, PlayerLightningCaster, ToxicTrailEmitter/ToxicCloud.Progression/UI: PlayerLevelManager, UpgradeDefinition/Manager, UIManager, UIPanelBase, HUD_XPBar, LevelUpPanelDynamic.Enemies: EnemyDefinition, AttackProfile, EnemyAgent, EnemyBrain_ChaseAndAttack, EnemyChaseMelee, WaveSpawner.More attacks, characters, enemy types, and sample boss scenarios.Roadmap