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.


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.

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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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.
Continue readingThis 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.
In this blog post, we’ll go through how to create this blood splatter effect that progressively stains your level with each blood splatter.
Continue readingThis 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.
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.

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.
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 33 of our guide here, where we fix a bug with chicken hatching, and add new features to our inventory system. You can also find Part 32 of our guide here, where we created our weather 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.