🏹FULL GAME KIT & ALL 2D + 3D SOURCE FILES INCLUDED
✅100% Blueprint | ✅ Top Performance | ✅100% Customizable
📱WORKS ON ANDROID & iOS
🎥 FEATURES VIDEO
🎮 TRY IT OUT on Android
📜 DOCUMENTATION | 💬 DISCORD
The OG Roguelike Mobile Kit is a top-down, full mobile game roguelike template built for fun, simplicity, and performance. It ships with core gameplay (skills, buffs, enemy AI, meta progression), multiple levels, player leveling, and upgradeable equipment/traits, plus a complete main-menu UI with calendar rewards, game pass, tasks, AFK rewards, mailbox, shop, mini game, settings, profile customization, and more. It’s the backbone you normally spend months building. And to keep you sane: every Blueprint, function, and variable across 190+ Blueprints is commented. Jump in and enjoy clean character Blueprints, a scalable skill/buff system, smooth level building, and a menu experience that feels like that of a AAA Game.
🎯Features
Attribute system (HP, Movement Speed, Dodge Chance)
Designed for modularity and easy customization!
Weapon System
Weapon Component system
10+ Weapons
Weapon Damage, Weapon Attack Speed, Weapon Critical Hit Chance
All Stats Upgradable
Skill System
25+ Skills
Damage, critical hit chance and other properties like frequency or size
All Stats Upgradeable
For example:
Fire Blades: Blades rotate around the player which apply a burn debuff to hit enemies.
Rocket: Rockets spawn and target enemies
Bomb Droplet: Planting mines while running around
Bouncy: Arrows bounce off walls
Buff System
10+ Buffs and Debuffs
Apply chance, duration, damage frequency, damage magnitude, visual feedback
For example:
Burn Debuff that deals X damage every Y seconds for Z amount of seconds.
Freeze Debuff that freezes enemies for X seconds.
Enemy AI
10+ Enemy types with different skill sets and weapons
Can be Level 1 to 10
Health and damage driven by tables
Can melee attack
Humanoid and non-humanoid
Fully rigged and animated
Inventory System
15+ Items that can be earned in 5 different ratities (Common, Uncommon, Rare, Epic and Legendary)
Additional Equipment that shows equipped items
Can be leveled up
Level, Rarity and item type affect health and damage attributes
Power/Total Strength calculated from total health and damage
Progression
In-game Level Up Skill Selection (Different skill rarities and roll chances)
Profile Level and XP
Game level progress with stars earned and chests claimed
Stats like coins spent
UI
Common UI based (Consistant styles, layer stacks)
Main menu Tabs (modular setup)
Top Bar that shows Stamina, Coins and Diamonds, Player Power, Level, Name and Avatar
Stamina refills automatically even while the game is closed
Calendar system that rewards the player for consecutive days played
Tasks system that gives rewards based on stats
AFK Resource collection system called "Hunt" that rewards the player with coins and diamonds every minute
Mailbox and Message system with rewards attached to inform the player of Update information or wish them happy holidays!
Settings Menu
Profile Customization
Free and Premium Game Pass (Like a battle pass)
Normal and Hard Mode so each level can be mastered twice!
Unlocking levels
Event Modes that are a challenge for the player but give extra rewards
Inventory system where items can be viewed, equipped and upgraded
Filter for item type (e.g., boots, helmets, etc. )
Traits Menu to upgrade attributes and various stats (Like Max Health, Movement Speed, Weapon attack speed, etc. )
Shop Menu to purchase chests and currencies
Mini Game Menu that allows for additional fun mini games to earn rewards
Skill Selection when leveling up in-game
Pause Menu with restarting and quitting
Pop-Up Windows and Messages
Various Reward Screens
Intro Screen (with Intro Level where you can create see how it was made and create your own! ;)
Performance
Mobile focused optimizations (tick disabled wherever it isn’t needed)
Soft references where it makes sense (lower memory & load spikes)
Pooling instead of spawn/destroy (e.g., XP drops, damage indicators)
Spawn spread across multiple ticks (reduced hitches)
Lightweight buff logic via Blueprint Objects instead of Actors (less overhead)
Modular setup (Clean Inheritance and Dependencies)
Enabled Plugins:
ModelingToolsEditorMode
GameplayStateTree
CommonUI