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.
About the author:
Terence
A geek of the highest order, Terence speaks a great number of (programming) languages and dabbles in a couple of tech fields. He writes about common problems programmers come across in this blog.
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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.
Continue readingCreating a Rogue-like (like Vampire Survivors) in Unity — Part 27: Treasure Chest UI Animation
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
💡 Update 7 November 2025: Some bugs were found with the content for this part by our Patron Grim Rubbish. These bug fixes are addressed in this post here.
Now that we've set up a coin collection system from the previous part, we're now ready to improve upon the very simple treasure chest that we've implemented in Part 12 to faciliate weapon evolution. In this part, we’ll enhance the treasure chest system to more closely mirror the mechanics seen in Vampire Survivors.
Our upgrades will include the ability for chests to level up existing weapons and passives, grant entirely new ones, and reward players with multiple items at once—ranging from 1, 3, or even 5 rewards per chest.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 26: Coins and Save System
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
In the next part of our tutorial series, we will be implementing a save functionality for our coins and coin pickups. We'll be introducing a coin system that persists across play sessions, allowing players to track their progression. Alongside this, we'll add new pickups that reward players with coins during gameplay.
Currently, there are no persistent rewards tied to completing levels. By introducing collectible and usable coins, we create a more engaging experience where players feel rewarded for their efforts and have meaningful goals to work toward.
Creating a Rogue-like (like Vampire Survivors) in Unity — Part 25: Level Select Screen
This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
Continuing on from our Character Select Screen, lets do up a Level Select (or Stage Selection as Vampire Survivors calls it) for our player to both choose what map they'd like to play on, as well as view the level's info such as the time limit, bonuses and more. We'll also be introducing level buffs that can affect both players and enemies, adding variety to your level's mechanics and making each level more unique
Currently, our tutorial series only has one level, which is the Mad Forest, so with this new level select that we're gonna be implementing, it will enable us to create new levels much easier.