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| 1 | +# CoreAI live-world-mutation testbed — game proposals |
| 2 | + |
| 3 | +> Purpose: pick a game to build/adopt that exercises CoreAI's core value — **the game changes LIVE while |
| 4 | +> you play** (AI agents + Lua-CSharp mods rewrite mechanics and mutate the world at runtime). Two research |
| 5 | +> tracks: **A** — adopt an existing open-source Unity game; **B** — build an original CoreAI-native concept. |
| 6 | +> Compiled 2026-07-11 from two parallel scouting agents (repos verified by fetching their GitHub pages; |
| 7 | +> unverified fields are flagged inline). |
| 8 | +
|
| 9 | +--- |
| 10 | + |
| 11 | +## Section A — Existing open-source Unity games to bolt CoreAI onto |
| 12 | + |
| 13 | +**Honest caveat:** no **natively Unity 6 (6000.x)** open-source game surfaced in a CoreAI-friendly genre |
| 14 | +(arena-survivors / tower-defense / roguelike). Every candidate below is Unity 2021–2022 LTS and needs a |
| 15 | +(usually minor, unverified-per-repo) engine + URP upgrade. |
| 16 | + |
| 17 | +| # | Repo | License | Unity | Genre | CoreAI fit | Effort | Top risk | |
| 18 | +|---|------|---------|-------|-------|-----------|--------|----------| |
| 19 | +| 1 | [getsentry/sentaur-survivors](https://github.com/getsentry/sentaur-survivors) | Apache-2.0 ✓ | 2022.3.7f1 ✓ | arena survivors | **Excellent** — spawn/wave curve, per-weapon damage + upgrade path, XP curve, enemy HP/contact-damage, level-up choice table; dense field of GameObjects | S–M | soft-archived | |
| 20 | +| 2 | [matthiasbroske/VampireSurvivorsClone](https://github.com/matthiasbroske/VampireSurvivorsClone) | MIT ✓ | 2021.3+ ✓ | arena survivors | **Very strong** — keyframe spawn-rate curve + ScriptableObject weapon defs (damage/cooldown/projectile count) are almost purpose-built for Lua logic slots; pooled projectiles/items/chests | S–M | maintenance unconfirmed | |
| 21 | +| 3 | [stasiandr/open-unity-survivor-game](https://github.com/stasiandr/open-unity-survivor-game) | CC0-1.0 ✓ | unverified ⚠ | arena survivors | Good breadth — wave spawn, contact-damage, XP, loot/chest, gold economy, ultimate-form unlocks | M | unverified Unity + heavy custom shaders | |
| 22 | +| 4 | [Chizaruu/2D-Roguelike-Kit](https://github.com/Chizaruu/2D-Roguelike-Kit) | MIT ✓ | 2021.3+ ✓ | roguelike template | Great genre — damage/loot/room-count/turn slots + tile-grid world; but combat/AI half-built (you add mechanics as much as rewrite) | M | feature-incomplete, stale 2023 | |
| 23 | +| 5 | [Tomiinek/Unity_Tower_Defence](https://github.com/Tomiinek/Unity_Tower_Defence) | MIT ✓ | unverified ⚠ | tower defense | Natural genre — tower damage/range/fire-rate, wave composition, upgrade curve, enemy HP/speed | M | old/unknown Unity, bare 4-commit repo | |
| 24 | + |
| 25 | +**Ranked recommendation (adopt track):** |
| 26 | +1. **getsentry/sentaur-survivors** — best overall: survivors is the single strongest fit for "the game |
| 27 | + changes LIVE" (dense fast Update loop full of spawnable GameObjects + obvious tunable formulas), a |
| 28 | + complete/organized hack-week codebase, permissive, closest to Unity 6. "Make enemies explode into coins" |
| 29 | + / "double the spawn rate" map onto real seams with minimal plumbing. |
| 30 | +2. **matthiasbroske/VampireSurvivorsClone** — close second, best if you want max star-credibility and the |
| 31 | + cleanest live-tuning story (keyframe spawn curve + SO weapon defs = ideal Lua slots; MIT). |
| 32 | + |
| 33 | +No strong permissive **current-Unity** open-source tower-defense exists — build a fresh Unity 6 TD from a |
| 34 | +current tutorial rather than adopting the stale repos, if a second genre is wanted. |
| 35 | + |
| 36 | +--- |
| 37 | + |
| 38 | +## Section B — Original CoreAI-native game concepts (with seed repos or build-from-example) |
| 39 | + |
| 40 | +Three concepts deliberately *shallow as static games, deep only when the rules mutate at runtime* — each |
| 41 | +stresses a different CoreAI failure axis. |
| 42 | + |
| 43 | +### Concept 1 — OVERLORD (AI Dungeon Master roguelike) |
| 44 | +- **Pitch:** an adversarial Dungeon Master agent rewrites the next room *in reaction to how you just played*. |
| 45 | +- **Loop:** clear room → DM agent reads telemetry (time-to-clear, HP lost, favored weapon) → authors/edits a |
| 46 | + Lua mod reshaping the next room's layout, spawn table, and damage math → you adapt or die. |
| 47 | +- **CoreAI exercised:** chat→mod authoring (the DM's "move" is a mod-authoring turn); world commands |
| 48 | + (spawn/move/reparent/scale/destroy to lay walls/hazards/packs); logic slots (`damage_formula`/`loot_table`/ |
| 49 | + `spawn_count` swapped per room); mods+hooks (per-mod K/V "grudge model", `hooks_on('tick')` hazards); |
| 50 | + reflection (`unity_find` + `unity_set_member` speed/HP/aggro on whatever component the seed uses). |
| 51 | +- **Break-the-system:** formula-slot churn + world-command burst per room transition; agent authoring a |
| 52 | + *broken* mod (syntax error, infinite `hooks_every`, spawn storm) is a first-class sandbox/bound stress case. |
| 53 | +- **MVP:** one room, three enemy prefabs, two slots (`damage_formula`, `spawn_count`); stub DM picks one of |
| 54 | + three canned mods by HP-lost; prove telemetry-in → slot swap + spawn burst → different room. Then swap in a real director agent. |
| 55 | +- **Seed:** [damarindra/Unity-Dungeon-Generator](https://github.com/damarindra/Unity-Dungeon-Generator) — |
| 56 | + MIT ✓, Unity 2019.4.11f1 ✓ (BSP+Delaunay, data-only → easy upgrade; lift the algorithm, small repo). |
| 57 | + 3D alt: [triofyx/dunger](https://github.com/triofyx/dunger) (MIT). Or build from RogueliteArena (already |
| 58 | + has arena spawning + CoreAI wiring; add a BSP pass, treat each "wave" as a "room"). |
| 59 | + |
| 60 | +### Concept 2 — TURING TOWERS (chat-authored tower defense) |
| 61 | +- **Pitch:** towers ship with *no behaviour* — you type what each should do mid-wave. |
| 62 | +- **Loop:** place blank chassis → chat an agent to author each tower's targeting/effect as a Lua mod → |
| 63 | + towers hot-reload behaviour live as enemies pour in → refine between waves. Your prompt history is the tech tree. |
| 64 | +- **CoreAI exercised:** chat→mod hot-reload (headline demo: "prioritize flyers" edits the mod, tower changes |
| 65 | + without pausing); logic slots (damage/targeting/price per tower type); mods+event-bus+cross-mod calls |
| 66 | + (beacon broadcasts, guns subscribe+buff = the aura/combo system); `hooks_every` cooldowns/DoTs; world |
| 67 | + commands (per-shot spawn/move/destroy, rotate-to-face, recolor); reflection (towers `unity_find` enemies, |
| 68 | + `unity_set_member` HP/speed on arbitrary components). |
| 69 | +- **Break-the-system:** cross-mod interplay + reflection-under-load — dozens of tower mods all firing timers, |
| 70 | + pub/subbing on one bus, cross-calling each tick; plus concurrent authoring (edit tower A while B ticks). |
| 71 | +- **MVP:** one grid, one path (BFS), two chassis, one behaviour slot (targeting+damage); prove "slow the |
| 72 | + fastest enemy in range" reloads live. Then add the event bus for a beacon+gun combo. |
| 73 | +- **Seed:** [frangam/TowerDefense](https://github.com/frangam/TowerDefense) — MIT ✓, 3D, tower class |
| 74 | + hierarchy + sphere-collider detection + **BFS recalc on placement** + waves + grid; Unity version |
| 75 | + unpublished (assume older LTS, plan a Unity 6/URP upgrade). Near-ideal skeleton to strip default behaviour |
| 76 | + and route decisions into CoreAI logic slots. |
| 77 | + |
| 78 | +### Concept 3 — PETRI (living-ecosystem sandbox where mods *are* the creatures) |
| 79 | +- **Pitch:** every species is a Lua mod you (or an agent) write; drop species into the dish and watch — or |
| 80 | + chat-tweak — an emergent food web. |
| 81 | +- **Loop:** type a species into being → CoreAI authors it as a self-contained mod with its own tick loop → |
| 82 | + species eat/breed/migrate via the shared event bus → rebalance live by editing rules or world commands |
| 83 | + (spread grass, raise a wall, cull a plague). |
| 84 | +- **CoreAI exercised:** a whole game loop per mod (`hooks_on('tick')` sense→decide→act + per-mod K/V state — |
| 85 | + the canonical "an entire game loop lives in one mod", × N species); cross-mod calls + event bus (predation/ |
| 86 | + symbiosis = mods calling/subscribing); logic slots (`birth_rate`/`energy_decay`/`carrying_capacity` retune |
| 87 | + the whole biosphere); world commands + reflection (spawn/destroy on birth/death, recolor by energy, |
| 88 | + `unity_find` neighbours); chat ("introduce a scavenger that only eats corpses" into a *running* sim). |
| 89 | +- **Break-the-system:** sustained-population + spawn/destroy churn endurance; cross-mod call volume scales |
| 90 | + with population² — the harshest interplay/latency test; authoring into a live loop must not stall ticks. |
| 91 | +- **MVP:** two species (grass spreads on a timer; grazer seeks grass, breeds, starves) + one global slot |
| 92 | + (`birth_rate`); prove boom/bust emerges, then chat a predator into the running dish. Object-pool spawns from day one. |
| 93 | +- **Seed:** none suitably-licensed — [AlexandreSajus/Unity-Ecosystem](https://github.com/AlexandreSajus/Unity-Ecosystem) |
| 94 | + is GPL-3.0 + paid assets; [Callum-A/Unity-Ecosystem-Simulation](https://github.com/Callum-A/Unity-Ecosystem-Simulation) |
| 95 | + has no license (all-rights-reserved) — study its behavior model only. **Build from RogueliteArena** |
| 96 | + (reuse spawn + agent-movement plumbing, delete combat, move sense/decide/act into per-species mods). |
| 97 | + |
| 98 | +**Stress-axis coverage:** OVERLORD = logic-slot churn + reshape bursts + agent-authored broken mods · |
| 99 | +TURING TOWERS = event-bus fan-out + reflection-per-shot + concurrent authoring · PETRI = spawn/destroy |
| 100 | +endurance + population² cross-mod calls + authoring into a live loop. |
| 101 | + |
| 102 | +--- |
| 103 | + |
| 104 | +## Recommendation (synthesis) |
| 105 | + |
| 106 | +- **Fastest credible demo (adopt):** fork **getsentry/sentaur-survivors** (Apache-2.0), upgrade to Unity 6 + |
| 107 | + URP, and wire CoreAI onto its spawn-wave curve + weapon-damage formulas + on-death loot hook. Lowest effort |
| 108 | + to a shareable "watch me retune the game by chatting at it" clip. RogueliteArena already proves the wiring |
| 109 | + pattern, so this is mostly formula-seam extraction. |
| 110 | +- **Strongest CoreAI-native showcase (build):** **TURING TOWERS** — hot-reloading a tower's brain mid-wave by |
| 111 | + typing at it is the clearest single expression of CoreAI's thesis, and its cross-mod event bus doubles as a |
| 112 | + throughput/interplay stress test. Seed from **frangam/TowerDefense** (MIT). |
| 113 | +- **Best pure stress test:** **PETRI**, built from RogueliteArena — population² cross-mod traffic and |
| 114 | + spawn/destroy churn will surface CoreAI's real scaling limits (world-command GC, tick-scheduler, hot-reload |
| 115 | + safety) better than any adopted game. |
| 116 | + |
| 117 | +Suggested order: (1) bolt CoreAI onto sentaur-survivors for a quick marketing clip; (2) build TURING TOWERS |
| 118 | +MVP as the flagship CoreAI-native demo; (3) use PETRI as the ongoing load/endurance testbed. |
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