Your friends can join you to survive hordes of infernals in this free multiplayer. No server needed, just create the game and send the code to your friends.

Game In Development, Repo & Game Design Document: https://github.com/Rahgnoruk/Hellscape

Hellscape


Genre: 2D top-down co-op survival-run
Engine: Unity 6 (6000.2.0f1) · URP (2D) · New Input System
Netcode: Netcode for GameObjects (NGO) + Unity Transport + Unity Relay (DTLS native / WSS WebGL)
Platforms: PC · WebGL · iOS/Android
Modes: Single-player (local host) & 2–16 player drop-in co-op

Drop-in co-op. Kite huge enemy waves across a large arena. Over time, stronger elites appear—and so do weapon drops. Survive as long as you can, coordinate counters, and chase big scores.

Skills Showcase

  • Hexagonal architecture (Ports & Adapters)
    Pure Domain (no UnityEngine refs) with App/Net/Platform/Presentation adapters. Clean boundaries, testability, and platform swap-ability.
  • Deterministic server simulation
    Authoritative ServerSim ticks at a fixed step; domain-local Vector2IRng (XorShift) and snapshot codec for reproducible replays.
  • Authoritative multiplayer with Relay
    Host authoritative; clients send compact input via RPC; state replicated via NetworkVariables; Relay auto-selects DTLS/WSS.
  • TDD-first workflow
    Domain features land with NUnit unit tests (EditMode). Unity CLI runner script for automation. 
  • Modern Input
    New Input System with owner-only reads; mouse & touch-friendly aim abstraction; clean piping to authoritative sim.
  • UI Toolkit
    Main Menu (Host/Join), In-Game HUD (team/personal score, health), hit vignette, pause/in-game menu.
  • Content pipelines kept lightweight
    Stylized 2D sprites, 2D lights, “juice” via color flash / squash-stretch / particles. No skeletal rigs.
  • Pragmatic networking glue
    Minimal RelayBootstrap for UGS setup, NetPlayer thin owner controller, SimGameServer bridge to the Domain.

Current status (vertical slice)


  • ✅ Relay host/join (desktop & WebGL transport setup)
  • ✅ Two+ players moving with owner-only input → server motion integration → replicated net positions
  • ✅ Networked aiming &  shooting, hits register.
  • ✅ Enemies spawn & chase players; constrained arena (walled rectangle)
  • ✅ Players can die & revive (simple timer rule; host authoritative)
  • ✅ UI Toolkit screens: Main Menu, In-Game HUD. In-Game Menu, damage vignette feedback and Defeat Screen are built but pending integration.
  • 🚧 Weapon pickups & inventory (4 slots): base weapon (infinite) + three pickup slots (authoritative mergers/swap/drop) – rolling out now

Scope intentionally minimal per slice; features land behind tests and keep Domain pure.


Updated 2 days ago
Published 4 days ago
StatusPrototype
PlatformsHTML5
AuthorTony Raimond
GenreAction
Made withUnity
TagsMultiplayer, Singleplayer
Average sessionA few seconds