Vorax Breakout

Vorax Breakout

Vorax Breakout is a turn-based roguelike developed in Unity as a master’s final project.

In Vorax Breakout, players manage teams of creatures (Vorax) with unique abilities, strategizing their placement and energy before each automated, round-based battle. The game features preparation, combat, and reward phases, offering tactical depth and replayability.


Combat phase

Project Context

Developed collaboratively as a master’s final project, the goal was to showcase advanced programming, design a modular, scalable architecture, and deliver a replayable demo ready for future features like node-based maps or asynchronous PvP.

The demo serves as a proof of concept for both strategic mechanics and modular content.

My Contributions

1. Modular Game Architecture

  • Core systems built with Scriptable Objects, separating data from behavior.
  • Easily add new creatures, abilities, or mechanics without touching the core code.
  • Designed and implemented the attack priority system, which dynamically calculates the main target and affected targets based on multiple criteria (lane, HP, HP ratio, randomness, etc.).

Diagram of architecture


Diagram of scriptable objects

2. Interactive Tutorial

  • Guided players step by step through mechanics.
  • Highlighted UI and actions with tooltips and optional videos.
  • Built modularly to support future additions.

GIF showing tutorial in action

Gameplay Snapshot

Vorax Breakout operates in three main phases per round:

  1. Preparation: Organize team, rest Vorax, place on combat grid.
  2. Combat: Automated resolution of abilities, damage, and status effects.
  3. Rewards: Choose new Vorax to add or replace in the team.

Screenshot showing inventory and combat interface


Technical Highlights

  • Scalable, modular architecture with Scriptable Objects, separating data from behavior.
  • Dynamic attack priority system: determines targets based on lane, HP, or randomness, fully supporting new abilities and Vorax types.
  • Integrated, interactive tutorial for new players.
  • Dynamic combat system managing multiple Vorax interactions and effects.
  • UI/UX optimizations for clarity in a visually rich autobattler interface.

Reflection

Working on Vorax Breakout strengthened my skills in system architecture, data-driven design, and player onboarding.
It also showed how modular thinking and teamwork can transform a student prototype into a polished, expandable foundation.