⚡It is the best asset if you want to make a Third person or Top down Cover Shooter.
⚡It has smooth and responsive controller
⚡It has a fun and polished gunplay and melee combat.
⚡And It has amazing and belivable AI!
⚡Mobile controlls for TopDown view
⚡Strategy mode for PC TopDown view
⚡Inspired by combat in games like Mass effect, Division, Ghost Recon Online, we made a template to help you to make those kinds of games. Now you can skip months of prototyping gameplay, just jump in and make your Cover Shooter!
⚡Try before you buy Windows version
⚡Try before you buy Mac version
⚡More info: Website
⚡Patch 1.6
-Melee system
-Machete combat
-Fists combat
-New weapon shotgun
-New animated crosshair system
-Reworked recoil
-Camera shake
-Zombie AI
⚡Patch 1.5 Controller rework, Abilities, AI teams.
Enjoy new more powerful and polished controller
AI can follow a player and use abilities to heal or protect
Up to 20 times performance improvements for AI
Newly updated animations
Camera improvements
IK improvements around covers
Smooth transition into covers
⚡Patch 1.4 Smart AI just got a lot smarter.
AI can call back up or police
AI can be fighter or civilian
Smart AI spawn system
Sniper rifle or pistol with zoom
Climb tall covers
Night scene with AI Investigation mode
Low visibility "grass" zone to hide in
And many more improvements
⚡Patch 1.3.1
-Implemented friendly fire prevention
-Many AI behavior and decision making fixes and improvements
-Implemented AI debugging and visualization
-Changed how peeking over corners works
-Changed how aiming back from tall cover works
⚡Patch 1.3
-Added Grenades
-Added an Alerts system where various sounds and events notify AI of an enemy presence.
-AI can attack non-character objects (for example, security cameras).
-Added character rolling.
-Added AI patrols.
-Added AI investigations.
-AI can forget about the enemy.
-Hitboxes. Characters take different damage depending on where they are hit.
-Added idle state when characters are not aiming while standing still.
-Camera collisions, obstacle avoidance.
-Arms can aim independently from bodies.
-Added character sprinting.
-Character sleep system. Components are turned off for characters that are far away.
Beginnings of AI group behavior. The number of aggressive AI attacking at the same time can be limited.
-Better AI communication. Information about the enemy and investigation is passed between the AI.
-Beginnings of an obstacle fading system.