Game summary & core mechanics
Hold the line against waves of zombies, earn coins and upgrade your weapons between waves. Touch controls are tuned for phones, and difficulty ramps up smoothly over 20 levels.
Key systems included
- Wave spawner with difficulty curve
- Weapon upgrade shop and coin economy
- Enemy AI with pathfinding
- Save system, settings and pause menu
- Sound manager and haptics
Published game using this code
See the live game
This template powers our own published game. What you buy is the same code.
Google AdMob mediationConfigured
Adaptive banner: bottom of the screen, sized for every phone.
Interstitial: after every 2 completed waves, with frequency capping.
Rewarded video: 2× coins or a free revive, always optional for the player.
In-app purchasesReady
4 coin packs: $0.99, $4.99, $9.99 and $19.99 (edit freely).
Remove ads: non-consumable, with restore purchases on iOS.
Weapon unlocks: direct-purchase packs.
// Assets/Scripts/Managers/AdManager.cs public void ShowRewarded(Action onReward) { if (!consentGiven) return; // respects UMP consent rewardedAd.Show(reward => onReward()); }
Replace the test ad IDs with your own before publishing. If your game targets children, follow Google Play's Families policy and use only certified ad networks.
- 20 handcrafted levels
- Upgrade shop & currency
- Mobile-optimised controls
- Clean, commented C# code
- One config file for reskinning
- Save system & settings menu
- URP, smooth on mid-range phones
- Localisation-ready text
| Item | Details |
|---|---|
| Unity project | Full project folder, all scenes and scripts |
| Art & audio | Original sprites, UI and sound, all made in-house (no third-party store assets) |
| Documentation | PDF setup, build and reskin guide |
| Marketing kit | 1080p trailer MP4, icon and screenshot PSD templates |
| Licence certificate | PDF with your licence key |
| Engine | Unity |
| Unity version | 6000.0 LTS |
| Render pipeline | URP |
| Scripting backend | IL2CPP · ARM64 |
| Platforms | Android / iOS |
| Android target API / min | 35 / Android 7.0 |
| iOS minimum | iOS 13 |
| Orientation | Landscape |
| Project size | ≈ 412 MB |
| Third-party assets | None (100% original) |
- 1Open the projectUnity Hub → Add → select the folder. Use the version listed in Tech specs.
- 2Rename & rebrandEdit GameConfig.asset: game name, colours, package ID.
- 3Replace artSwap sprites in Assets/Art. Keep the same file names.
- 4Add your ad & IAP IDsIn AdManager and the IAP catalog.
- 5Build for Google PlayPlayer Settings → Android → Other Settings: IL2CPP, ARM64, target API 35. Build an .aab.
Google Play rejects near-identical copies of existing apps. Change the name, art and at least some gameplay, or use our reskin service.
No reviews yetOnly verified buyers can review, after their download unlocks. We never buy or edit reviews.
v1.0.0Launch
Initial release.
Can I publish this under my own studio name?
Yes. The Standard licence lets you reskin, monetise and publish one game under your own developer account. You keep your earnings.
Does it meet Google Play's current technical rules?
It's set up for 64-bit (ARM64) and the target API level shown in Tech specs at the time of release. Google updates its rules every year, so always check Play Console before publishing.
When can I download after paying?
As soon as we verify your payment, usually the same day. Files appear in My Purchases → Downloads.
What's in the Store listing & ASO add-on?
Keyword research, your title, short and full description, and screenshot captions for Google Play and the App Store. No one can guarantee rankings, and we don't use fake installs or reviews.
Can I get a refund?
If the project doesn't work as described and we can't fix it. See the refund policy.