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Tech Stack
Status: RESOLVED — July 19, 2026
Decisions
Unity Version
- Unity 6 (6000.x) — Latest LTS. Better performance tools. Modern package ecosystem.
Rendering Pipeline
- URP — Required for 2.5D hybrid rendering (2D sprites on 3D isometric plane).
- 2.5D Hybrid: Characters = 2D sprites (Aseprite + Pixellab). Terrain/Grid = 3D custom mesh. Isometric camera.
Visual Style
- Characters: 2D pixel art sprites, rendered on billboarded quads in 3D space.
- Terrain: 3D custom mesh grid with height extrusion and isometric projection.
- Camera: Isometric fixed angle (TBD: 30° or 45°).
Target Platforms
- PC only (Steam) for MVP.
- macOS and Linux deferred.
- Console (Switch) considered but not scoped for launch.
- Mobile: no.
Key Packages
| Package | Purpose | MVP? |
|---|---|---|
| TextMeshPro | All UI text | Required |
| Steamworks.NET | Achievements, cloud saves, co-op invites | Required |
| Unity Input System | Keyboard/Mouse input (+ future controller) | Required |
| Cinemachine | Isometric camera control (pan/zoom) | Required |
| Addressables | Asset management, future DLC support | Required |
| Shader Graph | Height indicators, sprite shaders, VFX | Required |
| Aseprite + Pixellab | 2D sprite import pipeline | Required |
Co-op Networking
- Steamworks Networking with an abstraction layer on top — allows switching transport later without rewriting game logic.
- Turn-passing model: serialize game state at end of each turn, send via Steam P2P reliable.
- Steam-only for co-op at launch. No non-Steam fallback.
Input
- Mouse + keyboard only for MVP. Controller deferred to v0.3.
- Unity Input System with action map architecture (ready for controller when needed).
Assembly Definitions
- Already defined in the project. Keep existing structure.
Open Questions
- [x]
Isometric camera angle: 30° or 45°?45° — standard isometric. Better depth visibility for 2.5D hybrid. - [x]
Do we need controller support for Steam Deck verification?Skip. Mouse + keyboard only for MVP. Revisit for v1.0.