Create a data-driven survivor roguelite or arena survival game with wave simulation, build analysis, content tools, level-ups and shops.The included 2D sample supports Built-in and Universal Render Pipeline setups. Required UPM packages: Unity UI (com.unity.ugui 2.0.0) and Input System (com.unity.inputsystem 1.17.0). The demo is included under Assets/SurvivorsMaker/Samples/Demo. Follow its README for TMP resources and Build Demo setup.Design the run. Shape the build.Survivor Roguelite Maker is a C# engine and template for building 2D survivor roguelite and arena survival games. Define characters, weapons, items, enemies and waves as authoring assets, then connect them to your own presentation.Use an arena flow with between-wave shops, or a field flow with level-up choices during waves. Build a combat loop with ranged and melee weapons, orbiting blades, auras and homing projectiles. Add elites, phased bosses, horde events, status effects and triggered actions through data.Use eleven editor tools to shape your game. Create a project with New Game Project and connect a scene with Create Game Scene. Browse assets in Content Browser, design waves in Wave Editor and compare runs in Balance Simulator. Tune progression in Run Pacing, compare builds in Build Lab and inspect recorded waves in Horde Preview. Explore attack patterns in Weapon Lab, compare sampled offer statistics in Offer Odds and edit rows with CSV previews in Content Table.Extend the simulation, run rules, authoring data and presentation through dedicated layers. Set a seed and run the fixed-tick simulation to compare builds and wave reports.Start with the included pixel-art sample. Replace its content and visuals to create your own game.Read the online documentation: https://hyunter777.github.io/survivor-roguelite-maker-docs/ to install the sample, author content and extend the engine.Music and sound effects generated locally with Stable Audio 3 — Powered by Stability AI (Stability AI Community License)- Project creation: create starter content with New Game Project. Connect an authored game with Create Game Scene.- Content Browser: browse authoring assets and run content validation.- Wave Editor: set enemy groups, spawn schedules, horde events and wave rewards.- Balance Simulator: choose builds, bots and seeds. Compare run reports.- Two run flows: run arena waves with between-wave shops. Use field progression to offer level-up choices during combat.- Combat systems: create ranged and melee attacks, orbiting blades, auras and homing projectiles. Add knockback and pickups.- Enemies and encounters: define spawn groups, elites, boss phases and horde events.- Effects and progression: define stats, items, sets, upgrades, status effects and triggered actions through data.- Shops: set offer pools and prices. Reroll, lock and buy offers. Combine and recycle weapons.- Run Pacing: compare wave threat, player power, survival, level and economy. Select a wave to edit its settings.- Build Lab: assemble two builds. Compare stats, source contributions and synergies. Run wave trials and save presets. Compare analytic single-target DPS and measured target-ring DPS. Set target count, ring radius and duration for each weapon probe.- Horde Preview: record a wave. Scrub its timeline to inspect crowd counts, density views and elite/boss markers.- Weapon Lab: adjust bound stats, preview attack patterns and measure DPS by target count.- Offer Odds: choose progress values and sample offer paths. Compare slot probabilities, first-seen means for observed paths and the share of paths with no appearance.- Content Table: edit rows, sort columns and filter content. Preview CSV changes matched by id. Use Undo to restore edits.- Playtesting: open the command panel during playtests. Adjust the run, inspect damage meters and read run details.- Saving and profiles: save and resume runs between waves. Track unlocks and profile statistics.- Extension points: replace simulation systems, behavior registries, effects, input and presentation through dedicated interfaces.- Sample content: import the pixel-art demo. Choose a loadout and play the arena or field flow.Audio-generation AI: Yes. Music and sound effects were generated locally with Stable Audio 3. Code-generation AI: Yes. AI coding assistants contributed to package code, editor tools, documentation and promotional rendering scripts. Image-generation AI: No. Promotional images combine gameplay and editor captures, Kenney CC0 sample sprites and HTML/CSS/Canvas/SVG graphics.


