Hellscape
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 (noUnityEngine
refs) with App/Net/Platform/Presentation adapters. Clean boundaries, testability, and platform swap-ability. - Deterministic server simulation
AuthoritativeServerSim
ticks at a fixed step; domain-localVector2
,IRng
(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
MinimalRelayBootstrap
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 |
Status | Prototype |
Platforms | HTML5 |
Author | Tony Raimond |
Genre | Action |
Made with | Unity |
Tags | Multiplayer, Singleplayer |
Average session | A few seconds |