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Creating a Metroidvania (like Hollow Knight) — Part 15: Multi-Slot Save System

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

In Part 15 of our tutorial series, we will be working on implementing a new and improved save system that supports multiple slots for our game. This new save system will be more robust and less buggy than our old implementation, which used the deprecated (and less flexible) BinaryWriter class in C#, and had a multitude of problems as a result.

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Creating 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.

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Creating a Farming RPG (like Harvest Moon) in Unity — Part 34: Storage System

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 34 of our guide here, where we fix a few bugs and implement a new storage system for our game. You can also find Part 33 of our guide here, where we created our weather system.

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Metroidvania Part 14

Creating a Metroidvania (like Hollow Knight) — Part 14: Modular Pickup System

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

In Part 14, we are going to be improving upon the pickup system, and the UI overlay that pops up when you pick up an item. We are also going to be using the hit stop system that we made in Part 11 for the UI interlude that happens whenever we pick up an item.

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