Hey everyone 
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.
Core Systems Overview
Weapons & Combat
- Ranged weapons with multi-shot, spread, recoil, burst fire, and VFX
- Bullet-hell patterns
- Fully configurable melee weapons








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




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



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







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
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 
1 Like
Update 1.0.1
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.
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.
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!
What’s New
Visual Dialogue Editor Create branching conversations with a node-based graph editor. No coding required!



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)
Perfect For
- NPC conversations
- Quest systems
- Story cutscenes
- Tutorial sequences
- Investigation mechanics
Get It Now
Thanks for your support! Let me know if you have any questions 
If you’re using the engine, I’d love to hear your feedback!
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.
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.
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
Asset Store: Top Down - Rogue-like Engine | Systems | Unity Asset Store
Feedback and questions are welcome! 