RoboCube

RoboCube's player character, a glowing-eyed robot, lit against a dark background

Unity 3D Game

RoboCube

A solo soulslike action-adventure, every system and every asset built end to end by one person. Currently in development.

What I built

  • Built the playable core in C#: third-person movement and camera, a stat system driving health and abilities, and an overheat mechanic that limits sustained action use.
  • Designed an extensible weapon and item system with strong underlying system design, so new weapons can be added without touching the core combat code. Turret fire is the first implementation.
  • Built the turret's targeting system: it aims and animates to track enemies accurately, while the robot's body turns to face its target and blends that into its other animations at the same time.
  • Modeled, textured, and animated the player character myself, and plan to do the same for every asset going forward.
  • Currently building enemy lock-on and damage resolution.

Watch RoboCube in motion

Gameplay

The turret tracks an enemy while the heat bar fills, then decays once fire stops. Staying aggressive costs heat, and heat is what forces a player to back off.

Character animation

The walk cycle on the rig. I modeled, textured, rigged, and animated this character myself, and plan to do the same for every asset in the game.

The Story Behind RoboCube

Blockout level in the Unity editor with the player robot and an enemy bot

Concept

RoboCube is a solo soulslike action-adventure I started in August 2025 as a full-stack portfolio piece, every system is my own code, and every asset, starting with the player character, is modeled, textured, and animated by me.

The RoboCube player character in-engine, turret raised and aimed

How It Works

The playable core is third-person movement and camera, a stat system driving health and abilities, and an overheat mechanic that limits how long a player can stay aggressive before they have to back off. Combat runs on a weapon and item system designed to extend cleanly. Turret fire is the first weapon implemented, with its own targeting and aim-blending, built so new weapons can be added without touching the core combat code.

The RoboCube player robot with a “SIGNAL LOST” game-over screen

What's Next

Currently building enemy lock-on and damage resolution, with more weapons and enemy types to follow. A pre-alpha build is up on itch.io now, and it gets updated as the game progresses.

Back to Work