Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $32.50. The latest store price is $65.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $65 | Latest store price | |
| $32.50 | Autumn Sale | |
| $65 | Unity First Price 2026-06-19 2026-06-26 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Top Down - Rogue-like Engine
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > VFX
- Art & Visuals > UI & GUI
Building a roguelike from scratch takes months. This engine gets you to a playable prototype in a day.
You want to ship the next Nuclear Throne, Enter the Gungeon, or bullet-hell roguelike - not spend your first three months writing a character controller, an AI state machine, and an inventory system, or untangling a 200 MB general-purpose framework where your genre is one demo scene out of ten.
Top Down - Rogue-like Engine is specialized. It does one thing: top-down action roguelikes. Every system the genre needs is included, already connected, and configured entirely from the Inspector. Open the demo scene, press Play - you have a working game. Swap the art, tune the numbers - you have your game.
ONE WORKFLOW FOR EVERYTHING
Every system follows the same pattern: create a ScriptableObject → assign it in the Inspector → done.
- No boilerplate, no architecture decisions, no hidden dependencies.
- New weapon, enemy, ability, item, or dialogue - minutes in the Inspector, zero code.
- Need custom behavior? Inherit one base class to add your own weapons, abilities, AI states, or actions. The core stays untouched, so updates never break your work.
WHAT'S INCLUDED (All systems are described in the documentation)
Weapons
- Ranged weapons with multi-shot, spread, recoil, and burst fire. Bullet-hell ring and step-based attack patterns. Melee weapons with slash, thrust, and dash modes.
AI System
- Visual inspector-based logic editor - add states and transitions without code. OR-logic priority system, built-in sensor targeting. Includes 10 ready-to-use states and 10 conditions.
Ability System
- ScriptableObject-based active and passive abilities. Up to 4 hotkey slots with cooldown tracking. Passive upgrades on duplicate pickup, consumable abilities, starting abilities, and 13 example skills.
Dialogue System
- Node-based visual editor with drag-and-drop branching conversations. Typewriter effect, player choices, and an action system to trigger in-game events (give items, start quests, unlock doors).
Audio System
- Fully modular audio manager with per-category voice pools and AudioMixer integration. Auto-sync category folders - drop AudioDataSO assets into a folder and the list updates automatically. Waveform preview, per-sound cooldown, fade in/out, spatial blend, and clip variance. Dedicated music player with sequential/random playback, crossfade, and gap between tracks. All configured via Scriptable Objects, no code needed.
Items, Loot & Shop
- Data-driven inventory, pickup and drop logic with weighted loot tables. In-game shop with random selection and multi-currency support.
UI System
- Health and ammo bars, progress bars with Lag Fill and Under-Lag effects. Animated window transitions, centralized loading screen, floating damage/heal/currency text configured via ScriptableObjects.
Camera & Visual Effects
- Cinemachine shake, zoom, and tilt. Full-screen blink overlay and post-processing effects (Bloom, Chromatic Aberration, Vignette, Color Grading, Depth of Field). Each effect supports Yoyo, In-only, and Out-only presets.
Action System
- Reusable, stackable effects triggered by states (Dash, Hit, Attack) or directly from scripts.
Object Pooling
- Centralized high-performance pool for enemies, projectiles, drops, particles, and weapons.
You want to ship the next Nuclear Throne, Enter the Gungeon, or bullet-hell roguelike - not spend your first three months writing a character controller, an AI state machine, and an inventory system, or untangling a 200 MB general-purpose framework where your genre is one demo scene out of ten.
Top Down - Rogue-like Engine is specialized. It does one thing: top-down action roguelikes. Every system the genre needs is included, already connected, and configured entirely from the Inspector. Open the demo scene, press Play - you have a working game. Swap the art, tune the numbers - you have your game.
ONE WORKFLOW FOR EVERYTHING
Every system follows the same pattern: create a ScriptableObject → assign it in the Inspector → done.
- No boilerplate, no architecture decisions, no hidden dependencies.
- New weapon, enemy, ability, item, or dialogue - minutes in the Inspector, zero code.
- Need custom behavior? Inherit one base class to add your own weapons, abilities, AI states, or actions. The core stays untouched, so updates never break your work.
WHAT'S INCLUDED (All systems are described in the documentation)
Weapons
- Ranged weapons with multi-shot, spread, recoil, and burst fire. Bullet-hell ring and step-based attack patterns. Melee weapons with slash, thrust, and dash modes.
AI System
- Visual inspector-based logic editor - add states and transitions without code. OR-logic priority system, built-in sensor targeting. Includes 10 ready-to-use states and 10 conditions.
Ability System
- ScriptableObject-based active and passive abilities. Up to 4 hotkey slots with cooldown tracking. Passive upgrades on duplicate pickup, consumable abilities, starting abilities, and 13 example skills.
Dialogue System
- Node-based visual editor with drag-and-drop branching conversations. Typewriter effect, player choices, and an action system to trigger in-game events (give items, start quests, unlock doors).
Audio System
- Fully modular audio manager with per-category voice pools and AudioMixer integration. Auto-sync category folders - drop AudioDataSO assets into a folder and the list updates automatically. Waveform preview, per-sound cooldown, fade in/out, spatial blend, and clip variance. Dedicated music player with sequential/random playback, crossfade, and gap between tracks. All configured via Scriptable Objects, no code needed.
Items, Loot & Shop
- Data-driven inventory, pickup and drop logic with weighted loot tables. In-game shop with random selection and multi-currency support.
UI System
- Health and ammo bars, progress bars with Lag Fill and Under-Lag effects. Animated window transitions, centralized loading screen, floating damage/heal/currency text configured via ScriptableObjects.
Camera & Visual Effects
- Cinemachine shake, zoom, and tilt. Full-screen blink overlay and post-processing effects (Bloom, Chromatic Aberration, Vignette, Color Grading, Depth of Field). Each effect supports Yoyo, In-only, and Out-only presets.
Action System
- Reusable, stackable effects triggered by states (Dash, Hit, Attack) or directly from scripts.
Object Pooling
- Centralized high-performance pool for enemies, projectiles, drops, particles, and weapons.