The world layer of a metroidvania: a map that reveals as you explore, gates that open when you find the ability, and world-state that persists across rooms and saves. Drop-in, no art.In a metroidvania the character controller is the easy part. The hard part is the world.Which rooms connect to which. The map that fills in as you explore. Gates that open when the player finds the right ability. And remembering every door you opened and every item you took, across rooms and across save files.This framework is that layer. You define rooms and how they connect, mark which ability orkey opens each passage, and place rest benches and fast-travel stations. It draws nothingitself, so you keep your own characters, tiles and camera, in 2D, 2.5D or 3D.Add one component and assign a world. The map builds itself and reveals room by room. A gate that needs double jump opens the moment the player picks up double jump. A door or a broken wall stays the way you left it after a reload, with one component and an id.A demo scene runs on its own with no setup. An editor check tells you, before you press Play, whether the world can be finished and whether any ability is locked behind itself.What's included: -room graph, -full map and corner minimap, -ability and key gates, -world-state persistence, -rest benches with respawn, -fast-travel, -a 2D room portal, -JSON save and load,-and the softlock validator. -A drop-in uGUI map and a self-contained demo.Requirements: Unity 2021.3 or newer. Built-in, URP and HDRP. No other packages required.Support: info@favengames.comRender-agnostic C# framework with a clean runtime/UI/editor/demo assembly split (FavenGames.Metroidvania namespaces). The engine tracks tokens (abilities, keys and switch flags), revealed rooms, the world-state of every door, item, switch, breakable wall, boss and secret, the respawn bench and the unlocked fast-travel network, and resolves whether each connection is passable from the tokens currently held. Worlds are ScriptableObjects, so a whole world lives in one asset with no sub-assets to dangle. The map UI is built in code with procedural sprites at a 1920x1080 reference resolution, with no prefabs and no TextMeshPro dependency. Save and load use one JSON string per slot over a swappable ISaveStore (PlayerPrefs and file stores included). The Softlock Validator runs a forward reachability fixpoint that matches the runtime exactly. Static state resets between Play sessions. The included demo scene is IMGUI only and needs no EventSystem. No third-party SDKs are bundled or required.No generative AI art, audio, or 3D models are included in this package. All marketing images are rendered programmatically with Python (Pillow), not an AI image generator. The store description is written in plain language and reviewed by the developer.





