GRM-16 · Game · In development
Project Sundown
First-person survival strategy in Unity 6, on a deterministic simulation core.
- 60 fps
- Target at 1080p, M4 Mac mini
- 9
- Automated gates
- 0.00 m
- Replay drift
- 20k+
- Baked impostor trees




In-engine captures
Features
- AI coding agents write the code; nine automated gates decide what lands.
- Deterministic simulation: every run replays with zero drift.
A Technical sheet
- Engine
- Unity 6.3 LTS, URP 17, Forward+
- Architecture
- Engine-free C# simulation core. Unity reads through IWorldView and writes through ICommands.
- Determinism
- One launch seed drives every generator. Every run is recorded and replays exactly.
- Scenes
- Generated from code and data. Nothing hand-placed.
- Data
- Items, rules and strings in schema-checked JSON, overridable by mods.
- Testing
- Core and Unity test suites, play bots and 9 automated gates on every change.
- World
- Terrain with relief, impostor forest, modelled grass, one colour grade per weather state.
- Art pipeline
- Headless Blender 5.2, CC0 scans, scripted import and decimation.
- Budget
- 60 fps at 1080p on an M4 Mac mini. 40 fps at 1280 × 800 on Steam Deck.
- Process
- Designed and play-tested by hand. AI coding agents write the code, and nothing lands without passing the gates.



