Rune Descent is a complete, classic-style first-person shooter for Android, delivered as a full Unity 2022.3 LTS project with C# source code. Install the demo APK, then open the project, press Build and ship your own retro shooter — or use the code as the foundation of your own mobile FPS.
A full game, not a starter kit
40 single-player levels: 4 episodes (30 levels), a 9-level bonus episode and a final boss level, plus a hub level with Easy / Normal / Hard selection and episode gates.
8 weapons: axe, shotgun, double-barrelled shotgun, nailgun, super nailgun, grenade launcher, rocket launcher, lightning gun — hitscan, projectile, splash and beam fire modes with 4 ammo types.
15 monster types with state-machine AI (patrol, ambush, chase, ranged/melee attacks, pain, death, gibs), including two bosses.
Interactive levels: keyed / timed / linked doors, lifts, moving platforms, buttons, shootable buttons, secrets, counters, relays, teleporters, traps, lava / slime / water with swimming, runes and episode gates, intermission screens with kills / secrets / time.
Power-ups and items: health, 3 armour tiers, ammo, keys, quad damage, invulnerability, invisibility, biosuit.
Continue from the last level reached, options saved between sessions, classic bitmap-font UI with stone / bronze skin.
Built for phones
Touch controls: virtual joystick, look-by-drag, FIRE / JUMP / weapon switch / pause, aim while firing, safe-area aware layout that scales to any screen.
No ads SDK, no analytics, no INTERNET permission — a clean base to add your own monetisation.
Adaptive / round / legacy launcher icons; Google Play .aab build target with your own upload key.
Made to be modified
~300 KB of readable, commented C# in one assembly, one class per file.
Data-driven levels: levels are standard .map files (TrenchBroom). Drop in your own map and the Editor pipeline imports it into a Unity scene — geometry, colliders, vertex lighting, entities.
Weapons and monsters are plain C# tables (WeaponDefs.cs, MonsterDefs.cs): change damage, speed, health, sounds or add new ones in minutes.
Editor menu and command-line entry points for every step (import textures → models → maps → build APK / AAB), plus a headless playtest bot for automated smoke tests.
Documentation included
README.md — overview, quick start (10 minutes to a running level), project layout.
docs/BUILDING.md — Editor and command-line builds, Google Play release, testing, troubleshooting.
THIRD-PARTY-NOTICES.md — licences of included content.
Content licence
Textures, models, sounds and level designs come from the open-source LibreQuake content project (BSD 3-Clause licence, included). You may use them commercially in your published game as long as the licence notice stays in the app (it is already bundled) and you do not use the LibreQuake name in your title or promotion. You can also swap in your own content. No data from any commercial game is included. The C# code, Unity project and documentation are original work sold under the marketplace licence.
Touch controls with safe-area layout, aim while firing
Continue from last level, saved options, intermission stats
Classic bitmap-font UI, stone / bronze skin
Data-driven levels from TrenchBroom .map files (add your own)
Editor + command-line build pipeline, Play Store .aab target
Custom shaders, runtime model / sprite loaders
Headless playtest bot for automated smoke tests
No ads SDK / analytics / internet permission — add your own monetisation
Full C# source (~300 KB), commented, one class per file
English documentation: quick start, building, customising
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