Superposition
Producer / Project Manager / Lead Developer
Genre: Bullet Hell / Survivor-Like / Classic Arcade
Engine & Tech Stack: Unity 6, C#, DOTS, ECS
Team Size: 1 Developer, 1 Audio Engineer
Development Cycle: Ongoing
Player Count / Modes: Single-player
Core Systems Built:
Unity entity-based combat systems
DOTS/Burst-friendly systems design
GPU instancing and draw call optimization
Superposition is a neon-vector, survivor-like bullet hell where dodging endless enemy swarms means dynamically shifting between different layers of reality. Harness classic arcade nostalgia as you blast through relentless waves, stack EXP, and level up your build to survive the chaos.
Shift between layers of reality: Enemies exist on different planes of reality; shift between them to fight the hordes.
Endless spawning of enemies: Fight to survive endless waves of enemies with constantly increasing difficulty.
Random weapon/stat level-ups: Upon leveling up, choose from a random selection of powers. Each level-up is vital to your run.
Boss Fights: Stages present unique bosses that mix up the action and keep the pressure on.
Shift between layers of reality
Enemies: Enemies spawn on one of three layers of reality.
Attacking: The player can only attack on one layer at a time, with controls to shift between layers at will.
Defense: Enemy bullets can damage the player regardless of layer.
2. Endless spawning of enemies
Spawning: Enemies spawn continuously via a weighted spawn system, allowing granular control over wave frequency.
Difficulty: Enemy stats scale dynamically at spawn, increasing the challenge over time.
3. Random weapon/stat level ups:
Random Selection: When the player levels up, they are presented with a random selection of stat and ally upgrades.
Stats: Players can upgrade stats such as movement speed, bullet speed, projectile lifespan, attack angles, and more.
Allies: Allies can be upgraded to assist the player with offensive or defensive abilities.
4. Fight Bosses:
State Machine: Bosses utilize custom ECS-based state machines to manage attack and movement behavior.
Engaging Gameplay: Bosses feature distinct visual designs, attacks, and behavioral patterns, making them significantly more challenging than standard enemies.
CPU Optimization: Built on the ECS/DOTS framework, this project streamlines how data is structured and processed by the CPU, enabling efficient multithreading and entity management.
Burst Compilation: Compiles C# into highly optimized machine code, significantly increasing script execution speed.
GPU Instancing: Combines multiple copies of identical entities and materials into a single draw call, lowering CPU overhead. This optimizes performance when rendering and spawning hundreds of on-screen enemies and bullets simultaneously.
The game is currently in active development.
Received positive feedback during showcases at game conventions.