Outface Games - OG Roguelike Mobile Kit

🏹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