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Case-study: Integrating Bench Universal Save System into Kailius

Case-study: Integrating Bench Universal Save System into Kailius

Originally developed for Terresquall’s Metroidvania tutorial series, the Bench Universal Save System provides a very easy, plug-and-play way to implement a persistent save system into your project.

In this article, we will use the open-source Unity 2D platformer Kailius as an example to show how easy it is to implement the save system into your game.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 35: Festival System (Part 1)

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 35 of our guide here, where we fix a few bugs and implement a new Festival system for our game. You can also find Part 34 of our guide here, where we created our storage system.

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Using GitHub Desktop for Unity - Part 4: Branching

GitHub Desktop for Unity — Part 4: Branching

This article is a part of the series:
Using GitHub Desktop for Unity collaboration

In the 4th part of this series, we dive into one of Git’s most powerful features—branching. 

When working on projects, it’s common to accidentally overwrite someone else’s work or struggle with testing new ideas without affecting the main project. Branches act as a safe workspace, letting you build new features without worrying about breaking your existing game build.

In this article, we’ll explore what branches are, how to create and manage them, and how you can use them for your own development workflow.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Part 28: Persistent Power Ups

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

Update 10 April 2026: There was a small error with the GetFeeCost() function in PowerUpData as it did not use the feeFactor set. It has been fixed.

In this part of the series, we will be implementing a more robust save system than the one we had in the previous part. As we have recently created a robust save system asset called the Bench Universal Save System for the latest part of our Metroidvania series, we are going to upgrade our save system to use it (and make the development of our save system much easier).

On top of that, to test out the save system, we are also going to implement the power-up screen into our project as well, so that players will be able to buy something with the coins they have collected.

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