Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.
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List of Popular Games Made with Unity Engine

List of Popular Games Made with Unity Engine
Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.

Unity is a popular game engine, with many considering it an ideal game engine for both beginners and veteran game developers. According to SteamDB, 8,580 games were released in 2025 that used Unity as its engine, compared to 3,346 games made with Unreal Engine. Thanks to its popularity among developers, Unity has several resources enabling beginners and solodevs to learn how to code a game with the engine.

Unity is behind many quirky indie games such as Untitled Goose Game

Unity claims that 82 of the top 100 mobile games used the engine to grow their game, and there have certainly been a lot of top games attached to the engine. Developers interested in making a game with Unity are in prestigious company, with the engine able to support several different types of game genres. Read on to see what popular adventure, survival horror, platformer, first-person shooter, survival open-world crafting, RPG, rhythm, city management simulator, battle royale, and deception games were made with Unity.

1. 1000xRESIST

1000xResist is an adventure video game created by developer Sunset Visitor and made with the Unity Engine. Sunset Visitor is a four-person development team based in Vancouver, Canada. The team comes from different backgrounds, including theatre, dance, new media, and performance art. When the team faced downtime from their usual touring, they decided to get into game development. Besides using Unity Engine, Sunset Visitor used Rokoko motion capture to animate the characters.

1000xRESlST has some tongue-in-cheek moments written by actual performers

1000xRESIST is a narrative-based adventure game where players have to explore memories to solve mysteries and puzzles. As the player progresses, they’re able to unlock additional time periods, offering up more memories to explore and more clues to find. When players need to listen in on a conversation in a memory, they must make their way through a platforming section to unlock the conversation.

2. Among Us

Among Us is a 2018 online multiplayer social deduction game made in Unity Engine and developed and published by American game studio Innersloth. Innersloth began development on Among Us in November 2017. The game was originally meant to only have one map and was a mobile-only local multiplayer game. Choosing to use Unity helped the team eventually broaden the game’s release to other platforms, thanks to Unity’s ability to ship to over 20 platforms. The prototype for Among Us had the ship in constant crisis and the Imposters were able to do tasks, but the prototype was deemed too stressful, and the dev team believed it didn’t allow players to do much detective work. Among Us went through several iterations in Unity before finally becoming what it is today.

Among us heavily focuses on player teamwork to find the killer among them

3. Among the Sleep

Among the Sleep is a first-person horror adventure video game developed by Norwegian game studio Krillbite Studio, who made the game with Unity. The dev team stated that a particular feature they enjoyed about Unity was that it allowed them to publish the game for several platforms right from the start, including Linux. Publishing for different platforms helped them increase the game’s reach.

Solving puzzles to unlock new areas is a major feature in Among the Sleep

Among the Sleep is an exploration game with platformer-like puzzles that they have to solve to progress through the game. In Among the Sleep, players take on the role of a toddler who is woken up from their sleep. The player has to navigate through a series of spooky levels, getting around obstacles along the way, and relying on their teddy bear to see around.

4. Anger Foot

Anger Foot is a first-person shooter video game created with Unity, developed by Free Lives, and published by Devolver Digital. Free Lives is a game studio based in Cape Town, South Africa. The team developed Anger Foot during a game challenge hosted by itch.io called 7 Day First Person Shooter. In a single week, the team put together a working version of Anger Foot thanks to the accessibility the team found in using Unity. The engine has tons of educational resources, such as official documentation, that allowed the team to quickly look up how to make certain features with the engine.

Players can upgrade their combat through feet accessories in Anger Foot

Anger Foot focuses on a rogue vigilante who uses his feet to take down his enemies. Players have to make their way through several levels, taking down bad guys along the way. Since the main weapon is the player’s foot, it’s used to kick down doors and defeat enemies. Players are able to acquire more weapons and power-ups as the game progresses, which unlocks new ways to approach each situation.

5. ASKA

ASKA is a third-person Viking survival game that developers Sand Sailor Studio made with Unity. Sand Sailor Studio is a small team of developers that chose to make ASKA in Unity because of the engine’s resources for indie studios. Unity offers lessons to indie studios to help them learn how to optimize their games to get optimal performance, for example. In a game such as ASKA, which features several simulated NPCs carrying out complex tasks, optimization is essential.

Players can earn favor from Norse gods by completing certain activities in ASKA

In ASKA, players take control of a Viking village, recruiting new villagers along the way, to expand the settlement and ensure everyone’s survival. Each time the player starts a new game, a procedurally generated map is formed, offering a new challenge. Having played ASKA, particularly while it has been in early access, I’ve found that the game scratches the itch for survival game fans that want a blend between Valheim and Medieval Dynasty. There are raids that occur every few days that keep the pace exciting, and management mechanics to help automate the less exciting aspects of running a village.

6. ATLYSS

ATLYSS is an action role-playing game developed by indie developer Kiseff with Unity. Kiseff is a solodev who has managed to make a robust RPG-like game despite lacking the support of a large team. Unity empowers solodevs in several ways, including its game templates, such as its 3D game template. A game template in Unity comes with game logic already written into it, speeding up game development by allowing a solodev or small team to make customized changes to the existing logic instead of starting from scratch.

Players create anthropomorphic characters as their avatars in ATLYSS

ATLYSS is structured similarly to a RPG in that players complete quests, fight monsters, and choose classes with specialized skills. The game has several emotes that allow players to interact with each other and also to interact with NPCs in the world, such as using the taunt emote to calm down enemies. Players are able to repeat several quests, which allows them to gain experience points and advance their level.

7. Beat Saber

Beat Saber is a virtual reality rhythm game made with Unity and developed by Ján Ilavský, Vladimír Hrinčár, and Peter Hrinčár. The game was published by Czech game developer Beat Games and was later obtained by Oculus Studios. The benefit of making a game such as Beat Saber in Unity is the engine’s ability to edit in real-time. Each time the team made a change to code or an asset in a game scene, they were able to immediately check whether the change broke something in the game. Unity’s real-time development windows is a way to help speed up development time for teams.

Players are able to earn combos to increase their score in Beat Saber

In Beat Saber, players use VR controllers to move a pair of glowing sabers. When a song plays, the player has to cut through a series of approaching blocks to the beat of the song. Points are awarded based on the accuracy of the cut.

8. Caves of Qud

Caves of Qud is a roguelike role-playing video game developed by American studio Freehold Games and created in Unity. Freehold Games took inspiration from pen-and-paper roleplaying games such as Gamma World and Dungeons & Dragons when developing Caves of Qud. They applied their knowledge of RPG systems and used Unity to transform those pen-and-paper rules into game rules for Caves of Qud. Although Caves of Qud is a roguelike, the game features a quest system as its core mechanic, making it more similar to a RPG. Quests are either procedurally generated or scripted. Players are able to focus on the main questline but are also capable of putting it off and playing the game how they want.

In Caves of Qud, players are able to choose to play True Kin or mutants

Caves of Qud is one of the rare games I’ve played for more than 500 hours! It started when I happened to meet one of the creators, Brian at an event. More than a decade in the making, it’s the most modern incarnation of the rogue genre. Exploring an esoteric, original and strange sci-fi world, this game pushes back on you hard until you learn the basics. Every step in the journey requires you to learn a new lesson in the game’s structure, mechanics, or content. There are very few masterpieces of systems design and Caves of Qud is one of them. The walls to enter the game are high. It harkens back to an ancient bygone era where animation simply didn’t exist, and instead you lead an entire D&D party of cyborgs on a quest for new augments, robots with a thirst for oil, decapitating goat-men who rampage into the first thing they see and the clone of a flume-flying polar bear who was cryogenically frozen centuries ago. If any of these sound appealing to you, Caves of Qud is the game you didn’t know you needed. Oh, and it won a Hugo award for Best Game or Interactive Work.

9. Cities: Skylines

Cities: Skylines is a city-building game made in Unity and developed by Colossal Order. To make the game, the team chose Unity because of its ECS functionality, which provides a solid foundation for something as integrated as a city builder. Colossal Order is a Finnish game studio who only had 13 developers working on the game. Originally, Colossal Order wanted to make a larger city simulation game similar to SimCity but with a political edge to it. Paradox Interactive, the publisher, didn’t think that the game was compelling enough. When the 2013 SimCity game released and was given bad reviews, Paradox believed the market was finally ready for a city management competitor, and they greenlit Cities: Skylines.

Cities: Skylines has terrain tools to allow players to shape their maps

Cities: Skylines is a management game featuring open-ended city-building simulation gameplay. Players are able to manage their city by controlling zoning, determining taxation, pollution levels, and road placement. The game starts by giving players a small amount of land, with players able to unlock new sections over time. Cities: Skylines has a sandbox mode, too, allowing players more creative freedom.

10. Content Warning

Content Warning is a co-op survival-horror video game developed in Unity by developers Wilnyl, Philip, thePetHen, Skog, and Zorro. A key feature of Content Warning is its multiplayer, which Unity makes easier including by providing educational lessons in how to make networking, sessions, and even cross-platform leaderboards work in its engine. Because of Unity’s focus on making multiplayer games more accessible to make, games such as Content Warning exist.

Content Warning has players deciding whether to sacrifice friends for views

In Content Warning, players are able to form a team of four to explore and survive a vast underground world named The Old World. The goal is to film scary footage of monsters and make it back to the surface to upload the footage and earn money. Players have to meet certain quotas to progress through the game. Fans have likened Content Warning to other games, such as Lethal Company and Phasmophobia.

11. Crab God

Crab God is an atmospheric underwater strategy game developed by Chaos Theory Games with the Unity engine. Crab God won a grant from Unity called Unity for Humanity, which financed the game for the team. The studio won the grant by tying in-game actions into charitable actions, by planting trees and funding coral preservation. Unity made it possible to make the game while helping the team spread the word about coral reef conservation.

Players are able to give their Crablings specific roles for the colony in Crab Cod

In Crab God, players are in charge of a crab colony in Crab God, where they have to restore and protect coral reefs. The main goal of the game is to defend the egg of the next Crab God. As the player grows the number of Crablings under their control, they’re able to dominate the ocean and prepare the way for the next Crab God.

12. Cryptmaster

Cryptmaster is a role-playing word game developed by Paul Hart and Lee Williams, with the Unity engine. Cryptmaster began its development after Hart accepted Williams’ offer to write any indie game for free. Although the game went through many iterations in Unity, the two finalized Cryptmaster into what it is today. One of the major changes that occurred in the game’s development was its typing mechanic. The team hadn’t originally planned for it to be a core focus of Cryptmaster, but it became an easy way for players to interact, so they made it a core feature.

Players must type out their responses in Cryptmaster

Cryptmaster has the player controlling a party of four characters, as well as a necromancer who handles certain interactions. The health system is directly tied to the number of letters a character has in their name, with the player able to add on letters to their names when they level up the character’s health. Each character has a sequence of letters below their name, too, which players must discover to unlock their unique abilities.

13. Cuphead

Cuphead is an indie run-and-gun game made with Unity and developed and published by Studio MDHR. Studio MDHR is a Canadian-based indie game studio that was founded by Chad and Jared Moldenhauer. Development for Cuphead began in 2010 using Microsoft XNA, but the team later switched to Unity. The game was inspired by the golden age of American animation from Disney and Fleischer Studios. To capture the same style, Studio MDHR used Unity’s Sprite Renderer, Sprite Packer, 2D Physics, and particle effects to animate and bring their characters to life.

Ub Iwerks, Grim Natwick, and Willard Bowsky inspired Cuphead's art style

Cuphead’s gameplay focuses entirely on boss fights with a few run-and-gun levels. Players are able to tackle each boss fight with a variety of difficulty modes, however, the player must defeat the boss on regular difficulty at least to progress in the game. The player unlocks new abilities and powers as the game progresses, but they’re only able to equip a certain number at a given time. Each level ends with the player facing off against the Devil, the BBEG of the game.

14. Deep Rock Galactic: Survivor

Deep Rock Galactic: Survivor is a top-down shooter video game by Funday Games and developed in Unity. Deep Rock Galactic: Survivor is the top-down version of Deep Rock Galactic, which is in turn based off of Vampire Survivors. One of the benefits of using Unity to make Deep Rock Galactic: Survivor is its ability to handle several moving NPCs on screen at once. Unity gives developers several AI tools to simplify AI behavior, which in turn improves performance.

Players can upgrade weapons when they level up in Deep Rock Galactic: Survivor

In Deep Rock Galactic: Survivor, players take on the role of a dwarf in the game, with the mission to mine ore, defeat enemies, and eventually come up against a boss at the end of the level. As they defeat enemies, players are able to increase the power of their weapons.

15. Diplomacy is Not an Option

Diplomacy is Not an Option is a real-time strategy game developed in Unity, and made and published by Door 407. When developing Diplomacy is Not an Option in Unity, the studio claimed that it was making a lot of use of Unity’s DOTS, or data-oriented technology stack. The team implemented DOTS practically everywhere in its game and found that it aided pathfinding and optimized gameplay logic.

Diplomacy is Not an Option mixes some RPG elements with RTS roots via quests

In Diplomacy is Not an Option, players are responsible for building a base and defending it against hordes of enemies. It’s possible for as many as 25,000+ enemies spawn on the map to destroy the base. Players must manage the economy, magic, and engineering to hold off the huge waves of enemies.

16. Dread Delusion

Dread Delusion is a role-playing video game developed by independent studio Lovely Hellplace with Unity and published by DreadXP. Lovely Hellplace is a Brighton-based game studio that was founded by James Wragg. He began development of Dread Delusion in 2019 in a desire to mix role-playing games with the walking simulator genre. Wragg did most of the 3D models in Blender, and then brought them into Unity to create virtual spaces for players to explore.

Dread Delusion offers a number of skills to help players explore the world

In Dread Delusion, players have attributes and skills that allow them to explore and take down enemies. The player levels by collecting a resource called Delusions, which are skulls that players must find throughout the world. Dread Delusion focuses on exploring instead of combat, although there are fights to be had for interested players.

17. Escape from Tarkov

Escape from Tarkov is a multiplayer first-person tactical extraction-shooter video game developed by Battlestate Games and made with Unity. Development for Escape from Tarkov began in 2012, after Battlestate Games gained experience working at Absolutsoft and making Contract Wars. Absolutsoft used a now-defunct version of Unity, Unity Web Player, but despite no longer being active, the experience gave the team an already in-depth knowledge of the Unity engine, allowing them to develop Escape from Tarkov quickly. A few members of the team relied on their real-world military experience to guide the game’s design as well.

Players must find loot to survive against others in Escape from Tarkov

In Escape from Tarkov, players are either part of the USEC or BEAR teams and dropped into a match. In the match, or raid, players must fight other players and bots to secure loot to better their survival chances. The main goal is to make it through the enemies and escape from the map.

18. Fabledom

Fabledom is a city builder developed in Unity by Grenaa Games. One of the challenges that Grenaa Games faced was porting Fabledom to other platforms while the game was still in development. The team relied heavily on Unity’s reporting and debugging flags to quickly find problems to get the game out onto consoles as fast as possible.

Fabledom takes elements of well-known fairy tales such as Jack and the Beanstalk

Fabledom considers itself to be a laid-back city builder, focusing on accessibility and easy on-boarding for city builders. The game has difficulty settings that enable players to make it more challenging if they so wish. In the game, players grow and manage a number of fairytale characters and creatures. The goal for many of these characters is to find true love and live happily ever after, and it’s up to the player to help them succeed.

19. Fall Guys

Fall Guys is a free-to-play platform battle royale game developed by Mediatonic with the Unity engine. In Fall Guys, players must jump, piggy-back, grab, and slide to overcome obstacles and be the last player standing after a series of randomly-selected mini-games. There are several different types of levels in the game, including Course, Survival, Points, Final, Logic, Team, and Invisibeans. During its initial release, Mediatonic made over 80 maps in Unity for players to drop into, re-using assets where the team was able to in order to save on memory and boost performance.

Some levels in Fall Guys have player counts even higher than 32

20. Firewatch

Firewatch is an adventure game developed by Campo Santo using Unity. Campo Santo ran into a problem using Unity when developing Firewatch, with developer Ng disapproving of the way the engine handled creating trees. Ng decided to hand-model 23 kinds of trees that he placed in the game over 4,600 times. The studio made a custom shader to give the game a stylized look, and they modeled the fire lookout towers according to actual government specifications.

Players must solve puzzles they come across in the wilderness in Firewatch

Firewatch has players take on the role of Henry, who has taken a job as a fire lookout in Wyoming. Henry’s only main point of contact is Delilah, his supervisor, who he speaks to via walkie-talkie. Players develop their relationship with Delilah through a series of choice-based narrative selections, while working with her to uncover an old mystery.

21. Harold Halibut

Harold Halibut is a narrative-based adventure game developed in Unity by German independent developer Slow Bros. Slow Bros is a game studio based in Cologne and led by filmmaker Onat Hekimoğlu. The development for Harold Halibut took over 10 years to complete, with the team initially working on the game part-time due to a lack of funds. Slow Bros decided to take on the challenge of using stop-motion animations in Unity due to a lack of experience with 3D modeling. They were inspired by films such as The Valley of Gwangi and Jason and the Argonauts.

Devs relied on their construction and costume design skills to create assets

Harold Halibut has the player taking on the role of Harold, a janitor on a spacecraft that’s submerged in an alien planet. As the janitor, Harold is responsible for completing a variety of tasks for those on the ship. Not all tasks are required for the player to advance through the game. Harold Halibut is a linear game, but it has additional mini-games and small puzzles for players to complete, too.

22. Hearthstone

Hearthstone is a 2014 online digital collectible card video game produced by Blizzard Entertainment, with the game made in Unity. Hearthstone is a turn-based card game set in the Warcraft universe and played between two players, where they construct decks of 30 cards with a selected hero. The selected hero has a unique power that gives them a special move. Winning matches rewards the player with gold or new cards, and players are able to buy more cards with the earned gold.

Hearthstone uses a class system that comes with its own unique powers

To make Hearthstone look visually appealing, Blizzard used a 3D battlefield in the background of the game scene in Unity, then created different layered Z components with the UI, before using a 2D camera to orient the player in front of the scene. The team wasn’t satisfied with how a flat 2D card game looked and wanted the player to feel as though they were in a high-stakes game by making them feel immersed.

23. Histera

Histera is a free-to-play multiplayer shooter created in Unity and developed by StickyLock. StickyLock knew they needed a high-performing game to succeed in the highly competitive FPS game genre, so the studio relied heavily on Unity’s tools. The studio focused on Unity’s Data-Oriented Technology Stack and the Entities Component System to keep the game optimized, while using Unity Gaming Services for the game’s multiplayer.

Histera uses the Glitch to change the map at any moment

Histera has a unique feature called the Glitch, which changes the battlefield around the player. The map changes, with players having to use a variety of weapons spanning across different time periods. Specific weapons are able to synergize with others, allowing players to work together as a team to defeat their rivals in deathmatches and territory control game modes.

24. Hollow Knight

Hollow Knight is a Metroidvania video game developed and published by Australian independent developer Team Cherry and using the Unity engine. Team Cherry initially developed Hollow Knight in Stencyl, but after a successful Kickstarter campaign, moved development to Unity. In Hollow Knight, the player takes on the role of an insectoid warrior who is exploring Hallownest. The game is a 2D side-scroller and has players using melee and spells for long-ranged attacks against enemies.

Defeated players must fight Shades to regain Geo in Hollow Knight

25. I Am Your Beast

I Am Your Beast is a shortform covert revenge thriller FPS developed in Unity by Strange Scaffold. Strange Scaffold is a game studio that prides itself on being efficient, with I Am Your Beast only taking nine months to develop. Unity’s assets, tools, and game templates, such as a 2D and 3D game template, made it possible to speed up development times, with Strange Scaffold employing these tools to shave off as much development time as possible. In I Am Your Beast, the player is Alphonse Harding, a secret agent who decides to call it quits and retire, but the COI aren’t happy about that. Players have to use their own equipment against them and take them out to finally earn the retirement they deserve.

I Am Your Beast features additional challenges for players to complete

While I haven’t played I Am Your Beast yet, I’ve watched Strange Scaffold tackle this and numerous other fast-turn around micro games, and I love their development philosophy. Their advertising is memorable and eclectic. Xalavier is a force to be reckoned with in the industry.

26. Last Epoch

Last Epoch is a time-travel themed action role-playing game developed and published by Eleventh Hour Games and made with Unity. One of the features Unity offers that games similar to Last Epoch benefit from is its LiveOps tool, which gives studio insights into player data. As an RPG, Last Epoch is able to find out what content players are engaging in and what they’re avoiding, which helps inform them about what type of content to make in the future. Last Epoch has players traveling through time to save time itself from an entity called The Void. Players are able to choose from several Mastery Classes, which come with their own abilities, as well as five core classes.

Last Epoch has 120+ skill trees for players to augment to their liking

27. Liar’s Bar

Liar’s Bar is a 2-4 player multiplayer deception game made in Unity and developed by Curve Animation. Curve Animation originally released the game for desktop, but because of how easy Unity makes porting games, the team eventually released Liar’s Bar on mobile platforms, too. In Liar’s Bar, players join a table of four and play a game of Liar’s Dice. In the game, players take turns placing cards face down and telling the other players what the value of the card is. The value is supposed to match the table’s value, but there’s a chance they’re lying. When a player suspects another player is lying, they’re able to call a bluff. That’s when the game transitions to a round of Russian Roulette. The player who makes it through this stage remains in the game.

Lying and bluffing are key parts of winning Liar's Bar

28. Little Kitty, Big City

Little Kitty, Big City is an adventure video game from American indie developer Double Dagger Studio and created with Unity. A key design focus for Little Kitty, Big City was verticality. Double Dagger Studio designed levels in Unity in a way that encouraged players to explore across the ground and to look up and traverse the world atop walls, roofs, and fences.

Players catch and use fish to climb ivy in Little Kitty, Big City

Players take on the role of a cat who is lost in a large city in Little Kitty, Big City. The goal of the game is to get the cat back home. Little Kitty, Big City has several cat interactions players are able to enjoy as they make their way home, including catching birds and jumping into boxes. There are quests in the game, too, that reward players with new emotes and cosmetic hats for the cat to wear.

29. Metal: Hellsinger

Metal: Hellsinger is a rhythmic first-person shooter video game created in Unity and developed by Swedish developer The Outsiders. Metal: Hellsinger used the HDRP game template in Unity, which targets high-end platforms that are capable of supporting Shader Model 5.0, or DX11 and above. The Outsiders took inspiration from the rebooted Doom franchise for Metal: Hellsinger.

In Metal: Hellsinger, the player has to fight demons while making their way through a demonic world. Players must match their attacks to the rhythm of the metal music playing, with each rhythmic hit filling up their fury meter.

Metal: Hellsinger has challenges called Torments that unlock new powers

30. Monument Valley

Monument Valley is a puzzle and indie game by Ustwo Games and made in Unity. To make Monument Valley, Ustwo Games used hundreds of Unity cubes, called GameObjects, to assemble the levels. The team wanted to blend gameplay with art, meaning that each level was so beautiful that it prompted players to print out the scene and hang it up on the wall. To accomplish this goal, each level passed through dozens of rounds of iterations in Unity until the level worked and looked beautiful.

Players zoom in on their phones to find optimal paths in Monument Valley

In Monument Valley, players are Princess Ida who is taking a journey through optical illusions, which the game world calls sacred geometry. Players have to interact with the environment to find hidden passages for Ida to progress through the game. Each level contains a few puzzles for players to solve by manipulating objects in the world.

31. No Rest for the Wicked

No Rest for the Wicked is an action role-playing video game created in Unity and developed and published by Moon Studios. In No Rest for the Wicked, players take on the role of a holy warrior who travels to Isola Sacra where a plague called the Pestilence is ravaging the island. After I left Riot in 2015, I was chatting with Glenn Fielder of Respawn multiplayer fame, trying to learn how to build stable, scalable multiplayer games, when he introduced me to Gennadiy Korol. A few months later, I was contracted to ‘help out on Ori’ publicly, but was actually brought in to help build No Rest For The Wicked from the ground up. A crude prototype, called Axe ‘n Blade, had been thrown together from Unity store assets to showcase the potential to investors. I took point on writing the original design document, production plan, and designing out systems plans to think through the issues of turning a Zelda/Souls hybrid into an effective multiplayer game.

Focus allows players to perform powerful moves in No Rest for the Wicked

Eventually, Robin Hub and I worked together to build numerous gameplay, content and scaling systems to make it possible for the small, tight team at Moon to build an unprecedented multiplayer co-op game, No Rest for the Wicked. It’s interesting to note that Moon struck a deal with Unity to be able to modify the source code of the Unity engine to be able to support the extreme level of visual effects, shaders atop the Photon Quantum core that runs the responsive, fast multiplayer simulation that makes it possible for the game to feel so incredibly good with minimal lag.

32. Ori and the Blind Forest

Ori and the Blind Forest is a platform-adventure Metroidvania video game developed by Moon Studios and made with the Unity Engine. Originally, Ori and the Blind Forest was made in Construct, but when Moon Studios decided to make the game a bigger project, they made the switch to Unity. Unity proved to be an effective choice for the team, as they found that the engine worked well in helping them make an HD 2.5D game.

Ori and the Blind Forest has a leaderboard for competitive players

Players take on the role of Ori, a spirit, in Ori and the Blind Forest, who has to solve puzzles to progress through the game. As a platforming game, players must jump, climb, and use abilities to navigate and overcome obstacles in the world. Players are able to collect items and upgrades, with new items allowing players to backtrack to previous areas that were inaccessible at the time.

33. Ori and the Will of the Wisps

Ori and the Will of the Wisps is a platform-adventure Metroidvania video game developed by Moon Studios made with Unity and is a direct sequel to Ori and the Blind Forest. In Ori and the Will of the Wisps, players take on the character of Ori to explore a region called Niwen. While developing the core of No Rest For The Wicked, I had a front seat view to the development of Will of the Wisps and often got pulled into design discussions and eventually redesigning the user interface with Alexey Yakovlev. We removed the high linear progression system from Ori and the Blind Forest and replaced it with a customizable shards system, exploring hundreds of concepts before boiling them down into the list that exists in the game today.

Players can find and use spirit shards to buff Ori in Ori and the Will of the Wisps

One of my favorite little touches in Ori and the Will of the Wisps is that we built the checklist of upgrades and powers Ori has unlocked in a visual representation of a tree: the very tree Ori would become at the epilogue of the game. Little hints like this were sprinkled throughout the entire experience of the game and delighted players and developers alike.

34. Outer Wilds

Outer Wilds is an action-adventure game created with Unity and developed by Mobius Digital. Since Outer Wilds takes place in space, Mobius Digital created its own tool in Unity to generate a sphere of stars that they were able to edit on the fly. The team was able to change the color, size, and density of the stars, along with determining how many underwent supernova. The key difference is that the team didn’t use a typical skybox in Unity to show the stars. Using the tool, Mobius Digital had more control over how the stars appeared to the player, while optimizing the game’s performance.

Players must repair their ship between supernovas in Outer Wilds

In the Outer Wilds, the player finds themselves in a time loop that resets after every 22 minutes, following the sun going supernova. Through each time loop, players investigate the alien ruins in the system to discover how they got there and what caused the time loop. Players are only able to carry so much, forcing them to make each run through the time loop strategic.

35. Pokémon GO

Pokémon Go is an augmented reality mobile game made in Unity and initially developed and released by Niantic. Pokémon Go uses AR, which made Unity a natural choice for game development. Unity has several tools, and even game templates, to simplify making an AR or VR game. Pokémon Go uses GPS information on mobile devices to locate the player, then populate the area around them with Pokémon creatures for them to find and catch. Players are able to walk around their neighborhoods to level up Pokémon and to visit PokéStops and Pokémon Gyms.

Players must flick a Pokéball to capture Pokémon in Pokémon Go

36. Rogue Voltage

Rogue Voltage is a hybrid of roguelike deckbuilder and an automation game made in Unity and developed by Horizont Computergrafik. Rogue Voltage takes advantage of Unity’s 2D game tools, including its Sprite Render, which seeks to make importing sprites from external applications simple, while providing performance optimization. Players are able to build unique machines that destroy enemies, with an emphasis placed on making overpowered builds that cause chain reactions. Gaining skills in Rogue Voltage is a unique process in which players have to wire up modules together to unlock buffs. Rogue Voltage essentially allows players to become the mad scientist they’ve always wanted to be.

Rogue Voltage has over 150 modules to construct unique and crazy machines

37. ROBOBEAT

ROBOBEAT is a roguelite rhythm shooter developed by Simon Fredholm with the Unity Engine. As a solodev, using Unity was beneficial due to the number of resources available for beginner and even professional game developers. Unity provides several educational resources for solodevs, such as ebooks designed to help new developers learn how to write optimized code.

ROBOBEAT's in-game music editor allows players to edit their music tracks

In ROBOBEAT, players assume the character of Ace, a bounty hunter who has to bring in a rogue robot named Frazzer. Players are able to slide, wall run, and shoot their weapons to the beat using an in-game custom music editor. ROBOBEAT allows players to upload their own music, and then have the game translate it into beats for the players shoot to, giving them damage bonuses when shooting in sync.

38. Rust

Rust is a multiplayer survival video game developed by Facepunch Studios and created in Unity. Facepunch Studios initially developed Rust as a clone of DayZ. It included crafting elements that were similar to Minecraft. In 2014, Facepunch Studios released an experimental mode of Rust and ported it to Unity 5, which hadn’t yet been released. The engine allowed the team to make a larger procedurally generated world as well as better graphics.

Other players are the biggest danger in Rust instead of wolves and other animals

Rust is a multiplayer-only survival game where players compete with each other over resources and loot. Players are able to build bases and find weapons in loot crates, but there’s always a chance of another player sneaking up and fighting for the same loot. Players must manage their thirst, hunger, and health on top of trying to survive against players and wild animals.

39. Shadows of Doubt

Shadows of Doubt is a first-person detective stealth video game made in Unity and developed by British developer ColePowered Games. Shadows of Doubt is an open-world detective game where players work as a private investigator. As a private investigator, players have to solve several murders occurring in the city. Each time the player starts a new save file, the game procedurally generates the city’s layout, the murder cases, and the citizens that dwell within the city, allowing players to have endless cases to solve. On top of collecting evidence to solve murders, players have to distinguish between actual leads and false leads. Each time the player solves the case successfully, their social credit score increases. The dev team relied heavily on Unity’s reporting system to track bugs, since the procedurally-generated nature of the game made finding bugs a nightmare.

Players get fined when they incorrectly name the killer in Shadows of Doubt

40. Slime Rancher 2

Slime Rancher 2 is a farm life sim video game developed and published by American indie studio Monomi Park and made in the Unity Engine. Monomi Park was a two-person studio when they made Slime Rancher 2, and the team chose Unity because of how easy its editor was to use. The team appreciated that Unity uses C#, which they found easy to learn, especially since they came from a Java background.

Slime Rancher 2 has different slimes that produce plorts of varying value

Slime Rancher 2 is a direct sequel to Slime Rancher, with players taking on the character Beatrix LeBeau. Beatrix is setting up a new slime ranch in a new location, Rainbow Island. In Slime Rancher 2, players collect, feed, raise, and breed slimes. The goal of raising slimes is to have them produce plorts, which players sell to receive Newbucks. Newbucks are then used to purchase upgrades for the ranch.

41. Stolen Realm

Stolen Realm is a simultaneous turn-based tactical dungeon crawling looter made in Unity and developed by Burst2Flame Entertainment. Unity was an ideal choice of game engine for Burst2Flame Entertainment because it came with tools, such as ECS, to quickly create looter elements. A game that relies heavily on icons and assets benefits from using Unity’s asset store, too. The asset store has free and paid art assets, game code, and other game assets that help speed up development.

Stolen Realm has hundreds of skills that allow players to build unique classes

In Stolen Realm, players control up to six heroes who they’re able to customize extensively, either by creating traditional classes or making entirely new and unique classes by choosing different skills. Stolen Realm’s combat is similar to the tactical turn-based system used in Divinity: Original Sin, but with a mix of face-paced action RPG flair. The game seeks to avoid typical RPG bloat, focusing on story events but allowing players to choose the path they take through those story events.

42. Subnautica

Subnautica is an action-adventure survival game developed and published by Unknown Worlds Entertainment and made with the Unity Engine. Unknown Worlds Entertainment considered using the Spark game engine for Subnautica, since it had used it for the studio’s previous game, Natural Selection 2. Because of the different demands that Subnautica had, the team decided that Unity was a better fit.

Managing oxygen levels is vital in Subnautica, especially in lower depths

Subnautica has players crash land on an ocean planet, with the main objective of exploring and surviving. The player has to complete certain objectives to advance the story and unlock new upgrades that allow them to explore new sections of the ocean. As players explore new areas, however, more dangerous creatures start to emerge.

43. Tactical Breach Wizards

Tactical Breach Wizards is a turn-based tactics video game by Suspicious Developments and created with the Unity Engine. Unity proved to be an effective choice in game engine for Suspicious Developments due to its ability to be highly customized. The team was able to make their own tools and simply add in their original 3D models without running into red tape. In Tactical Breach Wizards, players control a group of wizards who are fighting against a theocracy. Each wizard has a unique set of skills, with further skills unlocking as players complete missions and their wizards gain more experience. During combat, players with a seer are able to briefly glimpse into the future to see how certain choices play out. When players don’t like what they see, they’re able to undo their action and try something else.

The banter in Tactical Breach Wizards shows off each character's personality

Tactical Breach Wizards is a game of pure mechanical delight. I’ve never seen a game so elegantly introduce tests on the lore to see if you were following along during the mission so smoothly. Furthermore, the novel knock out mechanics showcase the rich puzzle solving this game showcased. I played it twice, and that’s rare in my line of work!

44. Tavern Talk

Tavern Talk is a visual novel developed by Gentle Troll Entertainment that was made with Unity. Gentle Troll Entertainment was inspired by Dungeons & Dragons and visual novels such as VA-11 Hall-A and Coffee Talk. To make the game, the studio raised funds through Kickstarter, where it reached its goal in a single day. Unity proved to be an advantageous engine for Gentle Troll Entertainment, due to its educational resources and flexibility in customization. Its 2D game template is a beneficial option for making virtual novels, since it already comes with game logic built in.

Players must make drinks according to customer requests in Tavern Talk

In Tavern Talk, players take control of an innkeeper who serves the local adventurers. Players must mix and serve a variety of drinks to their customers, while posting quests for adventurers to go on. Adventurers return with items that players are able to use as decorations for their tavern.

45. TCG Card Shop Simulator

TCG Card Shop Simulator is a trading card shop simulation developed with the Unity Engine and made by OPNeon Games. TCG Card Shop Simulator, and shop simulators similar to it, benefit from Unity’s game templates in its asset store. Game logic and art are purchasable in the Unity asset store that makes game development faster than building everything from scratch.

Players are able to collect cards in TCG Card Game Simulator

In TCG Card Shop Simulator, players own their local games store. They must stock shelves with cards, collectible toys, and board games. Players are able to host tournament events and even play a card game themselves. As players earn money, they’re able to spend it on store and inventory upgrades.

46. The Planet Crafter

The Planet Crafter is an open-world survival game developed and published by the French studio Miju Games and made in Unity. The initial development of Planet Crafter began with a two-person team, but it was eventually expanded to six. The team decided to use Unity’s Universal Render Pipeline to make the game, which focused on making The Planet Crafter as optimized as possible to target mid and even low-performing platforms, while being accessible to as many platforms as possible. Based in France, Miju Games developed The Planet Crafter remotely.

Players use machines to raise heat, pressure, and oxygen requirements

Players begin on a barren planet and have to terraform it in The Planet Crafter.The goal is for the player to increase the planet’s Terraformation Index and make the planet hospitable for animals, plants, and insects. There are several different parameters that players must correct, such as oxygen, pressure, and temperature, to reach an ideal environment for plant and animal life.

47. Thronefall

Thronefall is a strategy video game created in Unity and developed and published by Grizzly Games. To make Thronefall with a tiny team in Unity, Grizzly Games used asset bashing, basically melding a handful of the same assets together, to create most of the maps. Not only did this save development time, but it meant that the game had better performance. To asset bash, the team duplicated assets in Unity’s editor window and just meshed them together with other assets to create unique-looking rocks, ramps, and walls.

Players are able to join their soldiers and fight enemies in Thronefall

Thronefall centers around a great hall, which players must protect. Players are able to protect their great hall by spending gold to build defensive structures. Gold is earned by building homes and farmlands, which generate income. Players recruit knights and crossbowmen to protect certain areas of the map. Once night falls, players have to defend the great hall from waves of enemies.

48. Untitled Goose Game

Untitled Goose Game is an indie puzzle stealth game developed by House House and created in Unity. House House was a four-person indie studio when it developed Untitled Goose Game in Australia. The team took inspiration from Super Mario 64 for the goose’s movement. House House had already made a game in Unity, and since they were used to the engine, it was the natural choice for making Untitled Goose Game.

Untitled Goose Came was inspired after the studio saw a stock image of a goose

In Untitled Goose Game, players take control of a domestic goose that’s intent on bothering local villagers and causing chaos. Each area has a to-do list for players to complete before they’re able to move onto the village’s next area, such as stealing a golden bell. The game focuses heavily on chaos and stealth.

49. Void Crew

Void Crew is a co-op roguelite game created in Unity by developers Hutlihut Games. Void Crew features a 1-6 player co-op space adventure, with players taking on roles on a spaceship and fighting through space battles. Void Crew relied heavily on Unity’s multiplayer tools, which proved to be an effective choice since it won Best Multiplayer Game at the Unity Awards in 2025.

Players must work together in Void Crew to fight enemies and steer the ship

Void Crew has players take on an aggressive alien species known as the Hollow, while avoiding asteroid storms and solar flares. As players advance, they’re able to upgrade their ship and take on more challenges. Each player has a role to play, although they’re able to switch at any moment. Players have to work together, whether they’re piloting or manning the guns, to survive space battles and get back to base safely.

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        All tactics. No fluff . Pro advice only. Unsubscribe any time

        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan