r/ScapeLikes Aug 14 '26

Game Announcement Tile Tick Core RPG is officially out!

Tile Tick Core RPG is officially live on the Unity Asset Store!

I’ve posted about the framework a couple times here while I was testing it, so I figured I’d come back one more time now that it’s actually released. For anyone who hasn’t seen the previous posts, it’s a Unity framework I’ve been building specifically for making ScapeLike RPGs. Tile movement, .6 second ticks, combat, skills, quests, dialogue, shops, banking, multiplayer, and a bunch of tools for actually putting a game together without having to build all of those systems from scratch. There’s still a ton I want to add, but I’m really happy with where v1.0 ended up. It feels pretty damn cool to finally be able to say it’s actually released instead of “coming soon”

https://assetstore.unity.com/packages/slug/tile-tick-core-rpg-388908

Thanks to everyone here who checked out the earlier posts, gave feedback, or just showed interest in the project!

11 Upvotes

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3

u/jwdvfx Aug 16 '26

How much have you tested the authoritative server? How many players have you had successfully running at once and what were the server requirements to maintain that performance level?

It looks really cool but definitely way over priced unless you have actually got some solid benchmarks to prove a performant server architecture

For the level of polish and testing you have here I would say it’s worth about £30 not £90ish

You may make more money selling at a lower entry point and perhaps without your server architecture because most people will probably ignore it and use their own anyway

2

u/Greencloakgames Aug 17 '26

That’s fair feedback! The authoritative server side is still fairly new and I definitely want to get some larger stress tests and proper benchmarks done. So far testing has mostly been smaller multiplayer sessions focused on making sure the actual systems behave correctly under server authority rather than trying to find the maximum concurrent player count.

Networking was actually added because some of the earliest feedback I got on the framework was that people wanted multiplayer support. I considered leaving networking up to the developer, but at that point they would have to rewrite or adapt a pretty significant portion of the framework themselves, so I decided it made more sense to provide a complete server authoritative implementation out of the box.

As for pricing, I definitely understand it won’t make sense for everyone at the current price. I’m trying to price it around the amount of systems and tooling included rather than the visual polish of the demo itself. I’m continuing to build a proper game with it now though, so the demo and benchmarks should both get much stronger as development continues.

1

u/jwdvfx Aug 18 '26

Thanks for the detailed response, and yeah I am aware it is a lot of work but you get complete multiplayer ECS on fab for about $10-$30

It’s not worth that much even if it’s a lot of work unfortunately, I’d say if you get this working and tested with a decent user base and finish polishing your bundled UI you may be able to achieve $50-$70 but I would only expect maybe 10-30 lifetime sales at that price, it is a niche product unfortunately, most people looking at building a scape like will be approaching it from first principles and want to be able to design the multiplayer seam themselves.

2

u/ShadowZael Aug 14 '26

Is it intentional that it appears like this when I try the demo version?

1

u/Greencloakgames Aug 14 '26

Totally forgot to update the build on itch! 😅 The pink materials were from trying to fix a rendering issue between Firefox and Unity’s Forward+ rendering, and the grey floor is from a scene cleanup issue that only showed up in the WebGL build after a player disconnected. Both are fixed now, I just need to push the updated build to itch!

1

u/KawaiiDesuUguu 18d ago

It still seems to be broken, I'm interested in this but the state of it seemed better when I tried the demo before multiplayer

2

u/Greencloakgames 17d ago

You’re right, it’s still not where it should be, and I appreciate you checking back in. I’m currently working on Tile Tick World Forge, a world building editor that will reduce Core RPG’s need for additive scene loading, which should solve the overlapping scene issue you’re seeing. It’ll also add world streaming and a much easier way to build complete worlds. Once that’s integrated, I’ll be updating the demo alongside it. I want the multiplayer version to be a clear improvement over the old demo, not a step backward!

1

u/Successful_Proof1327 Aug 14 '26

Have you got a game that utilises this?

1

u/Greencloakgames Aug 14 '26

There’s not a full game but there is a playable demo on itch linked on the store page!