What problem does it solve?
It helps you implement core roguelike/roguelite mechanics—procedural dungeon runs, turn or cooldown action loops, loot drops, permadeath run state, and meta-progression—so gameplay systems reinforce tension between risk in a single run and rewards across runs.
Core Features & Use Cases
- Procedural dungeon generation (BSP rooms + corridors): Generate a repeatable dungeon layout from a seed, carve rooms and corridors, and assign room types (start/treasure/shop/rest/boss/exit).
- Run-based turn management with enemy scaling: Drive action order via an energy/speed turn loop (or swap to a real-time cooldown tick model) while scaling enemy stats per floor.
- Loot + meta progression with persistence: Define items and drop tables, apply stat modifiers on pickup, track run death/victory, calculate score, convert score to meta currency, and unlock persistent upgrades that alter future runs.
Quick Start
Ask an AI to generate the dungeon generation, turn system (turn-based energy loop or cooldown alternative), loot/drop-table, permadeath run manager, and meta-progression models for a Unity C# project using VContainer and ScriptableObjects.