Walkin / Project dossier

In development
Walkin
Run. Adapt. Survive the city.
A mobile action runner where every street changes the fight. Build your arsenal mid-run, read evolving enemy patterns, and choose the right weapon before the horde closes in.
- Genre
- Action · Infinite Runner
- Platform
- Mobile
- Focus
- Combat · Progression
Technical field notes / Runtime architecture
How Walkin
is built.
A hybrid Unity architecture: high-level game flow remains flexible in MonoBehaviour while high-volume combat simulation runs through DOTS.
- 01
Player layer
Input & Camera
- Input System 1.19
- Cinemachine 3.1
- 2-bone IK
- 02
Game layer
Runtime orchestration
- Game state
- Boot sequence
- ScriptableObjects
- 03
Interop layer
Hybrid bridge
- Bridge coordinators
- Event buffers
- Weapon sync
- 04
Simulation layer
DOTS runtime
- Entities 6.5
- Burst 1.8
- Unity Physics
- 05
Output layer
Presentation & delivery
- URP 17.5
- Rukhanka
- Addressables 3.1
- Core runtime
- Unity 6 · C# · Entities · Collections · Burst
- Simulation systems
- Enemy spawning · Projectiles · Collectibles · Progression
- Rendering stack
- URP · VFX Graph · Rukhanka ECS animation · Cinemachine
- Content pipeline
- Addressables · Remote bundles · ScriptableObject data

