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: $30$30. The latest store price is $30$30, matching the lowest recorded price shown here.
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price check
Price
Observation
$30$30
Latest store price
$30$30
Unity First Price 2026-06-20 2026-06-27
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Weapon & Passive System - Complete Roguelike Framework
Tools, Systems & Learning > Development Tools & Automation
Theme > Military & Combat
Build a complete auto-attack combat system in minutes - no coding required to get started. 4 Weapon Types: Projectile (homing, boomerang, bouncing, pierce, gravity arc, spiral), Melee (orbiting objects with configurable arc, radius, and rotation speed), Area (damage zones with grow-over-time, follow-player, heal, chain reactions), Slash (directional arc sweeps aimed at the nearest enemy). Projectile Behaviors: Homing, Boomerang (spins + returns), Bouncing (ricochets between enemies), Gravity Arc (ThrowUp targeting), Split-on-impact, Explosion-on-impact. Passive Item System: 17 stat multipliers including damage, attack speed, range, projectile speed, area size, duration, move speed, health, regen, damage reduction, crit, XP, revival, and more. Stacking multiplicative model - multiple passives combine correctly. Upgrade System: Per-level stat deltas + behavior overrides + weapon evolution chains. Three rarity tiers: Common, Rare, Unique (color-coded in inspector). maxLevel = 0 for unlimited upgrades. Object Pool System: Zero Instantiate/Destroy calls in hot paths. WeaponPoolManager pools all projectiles, area effects, and slash attacks. Prewarm() support. Falls back to Instantiate/Destroy automatically if no pool is in the scene. Performance: EnemyRegistry singleton replaces FindGameObjectsWithTag - O(1) enemy lookup, no per-frame scene scans. Editor Tools: One-click Demo Scene Builder - playable scene with all 4 weapon types in seconds. Setup Wizard - visual form for creating weapons and passives without touching code. Custom WeaponData inspector with live DPS calculator and type-specific warnings. Custom PassiveItemData inspector with live percentage display and Quick Presets. Duplicate and Create Upgrade buttons for fast iteration. Integration: Clean namespace (WeaponPassiveSystem), assembly definitions, and example implementations for all dependency scripts (PlayerHealth, EnemyAI, EnemyHealth, EnemyDebuff, PlayerMovement). Drop into any 2D top-down project
We're affiliates
Thank you!
When you purchase through links on our site, we may earn an affiliate commission.
That allows us to keep the servers running, bring you new functionalities, and to keep our bellies full.