[Released] Top Down - Rogue-like Engine 2D | Modular Framework for Shooters & Roguelikes

Hey everyone :waving_hand:

I’d like to introduce Top Down - Rogue-like Engine, a modular Unity framework designed for building top-down shooters, roguelikes, and bullet-hell games.

The engine is built around Scriptable Objects and a set of custom Editor tools that significantly reduce manual setup and boilerplate code, allowing developers to focus on gameplay systems rather than infrastructure.

Asset Store

:wrench: Core Systems Overview

:water_pistol: Weapons & Combat

  • Ranged weapons with multi-shot, spread, recoil, burst fire, and VFX
  • Bullet-hell patterns
  • Fully configurable melee weapons

Top Down - Rigue-like - Unity - Weapons, Formation Projecticle _Weapon_12
Top Down - Rogue-like - Bullet Hell Editor
Top Down - Rigue-like - Unity - Weapons, Formation Projecticle _Weapon_3
Top Down - Rogue-like - Formation Projecticle Editor
Top Down - Rigue-like - Unity - Weapons, ShotGun _Weapon_23
Top Down - Rogue-like - MultiShots Editor
Top Down - Rigue-like - Unity - Weapons, Rapid-fire _Weapon_26
Top Down - Rogue-like - Spread Editor

:brain: Character & AI System

  • Unified character architecture for player and AI
  • State-machine–based design with reusable states
  • Built-in states: movement, dash, attack, stun, knockback, death
  • Visual AI editor with Inspector-based state & condition setup
  • Priority-based OR logic for transitions
  • Includes ready-to-use AI states and conditions

Top Down - Rogue-like Engine - AI State _EnemyAI Bullet Hell
Top Down - Rogue-like Engine - AI State _EnemyAI Editor
Top Down - Rogue-like Engine - AI State _EnemyAI Shoting and walk around, obstacle detect AI
Top Down - Rogue-like Engine - AI State _EnemyAI Sword

:backpack: Items, Loot & Shop

  • Fully data-driven inventory and item system
  • Weighted loot drops and pickup logic
  • In-game shop system with random item selection
  • Support for multiple currencies

Unity Rogue-like Engine - Chest system, interaction system
Unity Rogue-like Engine - Drop System, Drop Editor, Drop Chanse System
Unity Rogue-like - Shop System, Interactions, Unity how to make shop, rogue-like shop unity

:movie_camera: Camera & Visual Effects

  • Cinemachine-based camera effects (Shake, Zoom, Tilt)
  • Full-screen hit and damage feedback
  • All effects driven by Scriptable Objects and triggered via a single call

Asset Store - Rogue-like Engine TkKoi - Camera Effect Blink
Asset Store - Rogue-like Engine TkKoi - Camera Effect Tilt Rotate
Asset Store - Rogue-like Engine TkKoi - Camera Effect Zoom In
Asset Store - Rogue-like Engine TkKoi - Camera Effect Zoom Out
Asset Store - Rogue-like Engine TkKoi - Camera Effect Zoom Yoyo
Asset Store - Rogue-like Engine TkKoi - Editor and ScriptableObject
Asset Store - Rogue-like Engine TkKoi

:high_voltage: Action System

  • Reusable and stackable gameplay actions
  • Can be triggered by states (Dash, Attack, Hit, etc.) or manually from code
  • Designed for easy extension and swapping

:recycling_symbol: Object Pooling & Performance

  • Centralized high-performance pooling system
  • Dedicated pools for enemies, projectiles, drops, particles, and weapons
  • Designed for bullet-heavy scenarios

There will be more updates here soon :slight_smile:

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Top Down – Rogue-like Engine

Update 1.0.1


:wrench: New Editor Tool - Fast Weapon Creator

A new Editor tool has been added to quickly create weapons directly from Unity:

  • Select weapon type (Ranged / Bullet Hell / Sword)
  • Automatically generates a Weapon prefab
  • Automatically generates a pickable Item prefab
  • Auto-assigns Sprite and links it to the model
  • Minimal manual configuration required

Weapons and their pickup items can now be created in just a few clicks without repetitive setup.


:bust_in_silhouette: New Editor Tool - Fast Character Creator

A new Editor tool for quickly creating characters and AI:

  • Create a new character based on an existing prefab
  • Automatically generates an Animator Controller
  • Supports animation overrides (Idle, Run, Attack, etc.)
  • The tool automatically reads all existing animations from the source Animator Controller and generates a dynamic override list
  • Quickly adapt characters for AI
  • Reduces conflicts with original controllers

This tool allows you to add new enemies or player characters without manually rebuilding Animator structures or prefab hierarchies.


:bullseye: Update Goal

The main goal of 1.0.1 is to reduce technical setup time and make adding new content (weapons, characters, AI) fast and predictable.

Feedback and workflow suggestions are welcome - DISCORD

Top Down Rogue-like Engine - NEW: Dialogue System Update!

Hey everyone!

Just released a major update for Top Down Rogue-like Engine - now with a complete Dialogue System!


:new_button: What’s New

Visual Dialogue Editor Create branching conversations with a node-based graph editor. No coding required!

Unity, Asset Store - Top Down - Rogue-like Engine - Dialogue Node, Dialogue Graph, Dialogue Example, Create Node _GIF_1

Unity, Asset Store - Top Down - Rogue-like Engine - Dialogue Node, Dialogue Graph, Dialogue Example _GIF_1

Unity, Asset Store - Top Down - Rogue-like Engine - Dialogue Node, Dialogue Graph, Dialogue Example, Actions_GIF_1

:white_check_mark: Key Features:

  • Drag-and-drop node editor
  • Typewriter text effect
  • Branching dialogue with player choices
  • Action system (trigger quests, give items, unlock doors)
  • Works for NPCs, quests, cutscenes, tutorials
  • Production-ready (zero allocations, optimized)

:video_game: Perfect For

  • NPC conversations
  • Quest systems
  • Story cutscenes
  • Tutorial sequences
  • Investigation mechanics

:package: Get It Now


Thanks for your support! Let me know if you have any questions :slightly_smiling_face:

:star: If you’re using the engine, I’d love to hear your feedback!

:e_mail: Support: tkkoideveloper@gmail.com

Update V1.0.3 - Input System Enhancements

This update brings multi-device input support and a suite of editor tools to make input icon management painless.


New Features

Multi-Device Input Support

The input system now fully supports PC (Keyboard + Mouse), Xbox, and PlayStation controllers out of the box. Switching between devices is detected automatically at runtime - no manual configuration needed.

InputIconDatabase (ScriptableObject)

A new ScriptableObject that maps any InputActionReference to device-specific icons for Keyboard, Xbox, and PlayStation. Define your bindings once, assign icons per platform, and reference them anywhere in your UI.

InputIconView Component

Drop this component onto any UI element to display the correct input icon automatically. It detects the active device in real time and swaps icons on the fly - keyboard prompt one moment, gamepad glyph the next.

InputControllerEditor

A custom editor that keeps your InputActionAsset and InputButtonId enum in sync automatically. Add or rename actions in your Input Action Asset and the enum updates to match - no more manual bookkeeping.

InputIconDatabaseEditor

A visual editor window for managing your icon database with card-based UI, search and filter, icon previews, and built-in validation to catch missing or misconfigured entries before they hit runtime.

WindowBase - Gamepad Navigation

WindowBase now supports switching between windows using a gamepad, making full controller-driven UI navigation possible.


Improvements

  • Auto-Aim (Ranged Weapons): Player ranged weapons now feature a subtle auto-aim assist for a smoother combat feel.

:video_game: New Update - Ability System is now live in Top Down Rogue-like Engine!

The engine now includes a full Ability System built on ScriptableObjects. Create, assign, and upgrade abilities without writing boilerplate — just extend AbilityBase, configure it in the Inspector, and drop it into the world as a pickup item.

What’s included:

  • Active abilities with cooldown tracking, hotkey input, and up to 4 slots
  • Passive abilities with automatic upgrade when a duplicate is picked up
  • Modifier scaling across multiple upgrade tiers
  • World pickup items with object pool support
  • Full UI - cooldown fills, timers, dynamic passive slots, and hover tooltips
  • Custom editors for clean Inspector workflow

The system is fully modular - abilities only receive a Transform and grab what they need via GetComponent. Swap, stack, and extend without touching the core.

Available now as part of the Top Down Rogue-like Engine package.

Update V1.0.5 - Camera Effects: Post Processing

Hey everyone! A new update is out for the Top Down Rogue-Like Engine, adding a full suite of post-processing camera effects.

:package: What’s included:

Post Processing Effects:
• Bloom [Yoyo] - animates Intensity & Threshold; Diffusion/Color applied instantly
• Chromatic Aberration - Yoyo / In / Out presets for animated RGB split
• Color Grading Shift - Yoyo / In / Out; Temperature, Tint, PostExposure, Contrast, HueShift, Saturation, each channel toggled independently
• Depth of Field [Yoyo] - FocusDistance, Aperture, FocalLength animated; KernelSize instant
• Vignette - Yoyo / In / Out; Intensity & Color animated; Shape params instant

Effects & Routing:
• EffectDomain - high-level groups: Camera, Canvas, PostProcessing
• EffectType - new types: Vignette, ChromaticAberration, ColorGradingShift, DepthOfField, Bloom
• EffectTypeRules - maps each EffectType to its EffectDomain

Demo:
• New demo scene to test all effects
• Updated main menu with quick-scroll buttons

:shopping_cart: Asset Store: Top Down - Rogue-like Engine | Systems | Unity Asset Store

Feedback and questions are welcome! :raising_hands: