Grow your crowd, win the race.
Crowd Runner Framework gives you the whole genre as clean, tested, reusable systems: a swarm that grows and shrinks through math gates, enemy armies that fight it unit for unit, saws, sweeping bars and spike traps, the multiplier staircase finish, coins, upgrades and saves. Levels are data assets, so a new level is a list to fill in, not a scene to build.
Press Play in the demo and you have a game: a start screen with an upgrade shop, three levels, a results card with confetti, sound, and an autopilot that plays the levels by itself.
The whole genre
Gates, battles, obstacles, finish stairs, coins and upgrades, all wired together in the demo.
Built for crowds
Burst jobs move and fight hundreds of pooled units with no physics and no garbage per frame.
Levels as data
Describe a level in one asset and play a looping sequence of them. Gizmos show it in the scene.
Yours to change
Full C# source, events on every system, any prefab as a unit, and editor tools for gates, patrols and levels.
Description
GAMEPLAY
- Player swarm: drag or keys to steer, spiral or grid formation, lane clamping, up to 500 units (configurable)
- Math gates: add, subtract, multiply, divide; linked pairs and full-width gates; colour-coded presets
- Crowd battles: armies engage at a set distance, charge, and trade units one for one on a tick
- Enemy formations: idle, patrolling or charging, with patrol paths you drag in the Scene view
- Obstacles: spinning saws (optionally sliding), sweeping bars and spike traps with a warning wobble
- Finish stairs: the crowd climbs multiplier steps (x1.2 to x5), paying units for each; the last step sets the reward
- Coins along the track, collected by the crowd’s formation
PROGRESSION
- Levels as data: gates, enemies, obstacles, coin lines and the finish in one asset
- Level sequences that loop forever, with a level number that keeps counting
- Coins, end-of-level rewards and upgrades (start units, income) with growing prices
- Saved progress through a small interface: PlayerPrefs by default, or your own save system
PERFORMANCE
- Burst-compiled C# jobs for formation layout, unit movement, battle contact and hazard hits
- Object pooling with prewarming, so nothing is instantiated during play
- No physics or colliders: gates, battles, hazards and coins use simple maths
- No per-frame garbage in the gameplay loop, checked by allocation tests
- Stick figure units animated in the vertex shader, friendly to the SRP Batcher and GPU instancing
FEEL
- Feedback Player: sounds and haptics for gates, coins, battles, hazards and stairs, from pooled AudioSources
- Haptics through a one-method interface: the built-in vibration, or your favourite haptics plugin
- Floating unit counts, death effects and confetti
DEMO
- Three levels that introduce each feature, ending with an 80-unit boss army
- Start screen with an upgrade shop, sound and vibration switches, progress bar, coin counter and results card
- Autopilot that dodges obstacles, collects coins and picks the best gate
- A bright, rounded casual look, portrait first and fitting landscape screens
- Generated placeholder sounds, free to use
FOR PROGRAMMERS
- Clean, commented C# in assembly definitions and namespaces
- C# events for code and UnityEvents for designers on every system
- Editor tools: Gate Spawner inspector, patrol path handles, level gizmos and one-click scene objects
REQUIREMENTS
- Unity 6.6 (6000.6) or newer with the Universal Render Pipeline 17.6+
- Burst, Collections, Mathematics, Input System and uGUI (TextMesh Pro), installed as package dependencies
- WebGL works; Burst is not available there, so the jobs run as plain C#
THIRD-PARTY
Includes the Nunito font (SIL Open Font License 1.1) in the demo. See “Third-Party Notices.txt” in the package.
If you have any questions, requests or something isn’t working, please send me an email at: support@hardartcore.com
Release notes
- v1.0
- First release.