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Safe vault for API keys, secrets and environment variables inside Unity— The .env is excluded from build & runtime process it only runs while on editor or post-build so nothing sensitive ships inside game binaries, mitigating reverse‑engineering & accidental leak risk.
Post-build pipeline that packages your Unity dedicated server, pushes it to remote hosts through the built-in SSH bridge (FTP or SFTP), auto-launches the binary at the end of the pipeline, enabling atomic server rollbacks, hardens the server against power shutdowns and surprise reboots with auto-run script automation, keeps cloud/vps provider swaps as simple as tiping it's new ip/credentials.
Post‑build chain integrating the third‑party PATCH launcher: generates binary diffs routes, computes optimal patch routes, uploads manifests + payloads. Easy to setup pipeline for game or launcher self updates. Uploads to server using FTP legacy or SFTP (over ssh). Enables atomic rollback by cleaning up server storage and preparing launcher to restore the game. And the most wanted feature: a per/dev launcher compatibility aimed for playtest driven game-development.
GitDiff vision inside the engine: it includes Project folder (per file changes) - Hierarchy (inside scene changes) - Inspector (per component property changes) everything tracked using git diff parsing; Includes the git commit states: added / altered / staged. one‑click Rollback in any Inspector property or file with undo time‑travel. never feel lost in minor tweaks down the prefab spiral again.
Runtime map renderer based on the ShunDungeon generator: consumes exported JSON + seed to expand a multidimensional byte matrix into instanced prefabs (terrain, portals, elevators, puzzles, loot) across up to 256 entity archetypes. Supports merging authored pre-designed rooms for robust puzzles, directional spawn scans & infinite reproducible variants.
NM4W — No Mercy 4 the Weak reinvents the battle royale: instead of an open arena, players drop into a hostile, procedurally generated dungeon where monsters, traps and rival players all wage the same war against your survival. Every run you draft a fresh loadout from cards found along the way, so no two builds — or fights — ever repeat. Online multiplayer runs on an authoritative dedicated server with a freshly generated dungeon each session. We call the genre RTCG — Real Time Card Game: top-down action combat where deckbuilding happens mid-match, sitting at the crossroads of roguelike, deckbuilder, dungeon crawler and multiplayer PvP. Launching first on PC (Windows), with console portability on the roadmap.
Global Remote Team
With Roots in Brazil
Build. Learn. Iterate. Always improve.
Whether it's code, design, or workflow.
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