[GAME // PRODUCTION]Unity EngineC#
GoblinMancer
Tower-defense auto-battler roguelite where you raise the dead and command a dark goblin horde
My RoleGame Engineer & Systems Programmer
Categorygameplay
Timeline2025 - Present
Core TechC#
Summary
GoblinMancer is a tower-defense auto-battler and roguelite developed by BackToBits Studio.
Taking on the role of an outcast goblin necromancer defending their sanctum, players slay advancing waves of human heroes and resurrect their fallen corpses into an ever-growing, synergistic undead army. The game merges automatic combat simulation with active tactical spellcasting and deep roguelite meta-progression.
Responsibilities
- Swarm Navigation & Flowfield Pathfinding: Engineered a high-density flowfield navigation grid and local boid separation system, allowing hundreds of active combatants to smoothly traverse tight dungeon chokepoints at a stable 60+ FPS without standard NavMesh overhead.
Current Status & Reception
- Steam Store & Itch Prototype: Listed on Steam with playable prototype builds validated through community game jam playtests.
- Active Production: In full production at BackToBits Studio, actively redesing the core architecture to work with Unity ECS.
- Player Reception: Strongly received during early playtesting sessions for its satisfying “snowballing horde” gameplay loop and chaotic large-scale battles.