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Survival Engine Online preview
Unity

Survival Engine Online

By Indie Marc · templates/templates-systems

$24.75 $99 75% off

Rated 5.0/5 from 20 ratings.

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Last checked . Prices and availability may change.

About Survival Engine Online

Survival Engine + Farming Engine + Multiplayer

Networking Options
- Peer to peer, including LAN
- Dedicated server, hostable anywhere
- Relay server using Unity Relay Services

Lobby Server
The lobby helps players find each other and connect to a game without directly using an IP address. Available options:
- Unity Services Lobby
- Dedicated Lobby Server

Networking Framework
Survival Engine Online is built on Netcode for GameObjects, the official Unity networking framework. The object and spawning systems have been reworked to add features and simplify development.

Gameplay Features
- Controls: Mouse, Keyboard, Mobile Touch, or Gamepad
- Top-Down or Third-Person
- Inventory system
- Crafting system
- Character Equipment
- Resource gathering
- Character attributes, including health, hunger, and thirst
- Animal behaviors, including wander, escape, and chase
- Hunting and Fishing
- Farming with hoeing, watering, sowing seeds, and plant growth
- Eating and cooking
- Melee and Ranged attacks
- Item durability and food spoilage
- Storage boxes and chests
- Pets with follow, attack, and dig behaviors
- Leveling system and XP
- Bonus effects from consumables or equipment
- Temperature, cold, and heat sources
- Customizable Actions
- Game clock and day/night cycle
- Save/Load system
- In-game chat

Engine Strengths
- Designed to add co-op play to a survival or farming engine
- Well-structured, extendable, and easy-to-learn code
- Simple to add custom items, constructions, and plants
- Client and Server included in the same Unity project
- Netcode officially supported and updated by Unity
- Flexible server hosting options without artificial CCU limits

Current Limitations
- Not designed for Esport or MMO-style games
- Not cheat-proof because clients have authority over their characters
- Each game room can load only one scene at a time, though switching is possible
- Requires additional integration for WebGL builds by replacing the transport layer
- No user login or account system

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