Arcade roguelite game 2026
Flockrift
A 2.5D arcade flying roguelite for iPhone, iPad and macOS, built in one Unity project. The simulation is deterministic, which enables seeded daily runs and ghosts.
The project
Flockrift is a 2.5D arcade flying game with the tagline "Fly Together. Survive the Rift." The player steers a bird, Kip, through rooms of obstacles, rewards and portals.
It is a personal project built in phases: movement, the run loop, a first playable vertical slice (Sky Meadow) with controls, settings and builds, and now retention and mastery. This phase adds a profile, experience, medals, ghosts, the Daily Rift, challenges, difficulty modes and cosmetics.
The game is in development and has not been released.
Visual direction.
A sunny storybook sky torn by a cold, electric Rift. The world is warm, soft and rounded. Danger and reward are cool, sharp and glowing. Everything on screen belongs to one of five readability tiers, from the orange bird to the fogged background, so that at speed on an iPhone it is immediately clear what is scenery, what kills and what to fly through.
Colours
- #5CE8FF
- #C678FF
- #FFB34D
Under the hood.
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One Unity 6 project with URP targets iPhone, iPad and macOS. Gameplay code is shared and platform differences are isolated in a single folder.
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Movement uses a custom integrator. PhysX is used for collision queries only and never moves the player.
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The simulation advances in one place, on a fixed step, and nothing in gameplay reads the engine clock. That is the foundation for seeded daily runs and ghosts.
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Unity does not guarantee floating-point determinism across devices, so ghosts record sampled positions instead of re-simulating the run.
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The target is a locked 60 FPS on iPhone 12 and newer, with graphics tiers chosen per device, and an editor validator checks asset budgets.
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There are edit-mode tests for pure C# logic and assets, and play-mode tests for scenes and determinism.
Private project. Happy to walk through it on a call.