ProjectI development wiki¶
Build, tune and understand the Indie FPS Roguelike. Each catalogue entry explains what it does, what it interacts with, and where to change or verify it.
45 cores · 27 abilities · 5 roster weapons · 5 enemy definitions · 3 sequence maps
The current foundation is a classless, host-authoritative Unity co-op shooter for one to four players. Start with the complete run flow, then explore the systems below.
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Cores and upgrades
Tiered run bonuses, eligibility, rank formulas, trigger restrictions and proc budgets.
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Weapons and abilities
Two weapons, two passives, three normal actives, an ultimate and separate melee.
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Enemies and stages
Production roster, opt-in shooter/search, credit-funded arrivals and planned coordination.
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Developer reference
Authority boundaries, authoring locations, build recipes and validation records.
Read the status before the numbers¶
Current means referenced by current authoring or source-defined rules. Planned means design direction. Legacy means a specifically identified older asset outside the roster. These labels do not mean human balance or gameplay acceptance has passed.
This wiki was built through static repository inspection. Serialized authored values, source-interpreted rules and historical validation evidence are distinguished throughout. No game source was edited and no Unity, gameplay, build-player or network check was run to create it.
Useful starting points¶
- What happens after a boss dies?
- Which cores can my loadout receive?
- Why do shields and overflow behave differently?
- How do shotgun pellets, precision and procs interact?
- Which enemy designs are still proposals?
- Where do I edit an ability or weapon?
Use search for names, old asset aliases, internal core symbols or mechanics. Bulwark results distinguish the passive from the planned enemy.