M4RKYU.SYSEdition 2027
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Unity 6.42026

LAST KERNEL

An in-development cyberpunk survival strategy game: stack cards into a colony by day, then watch the system defend itself through deterministic auto-battler nights.

Role
Solo game developer: systems design, C# architecture, editor tooling, localization, UI, and game direction.
Platforms
WindowsMobile target
Links
Source
Promotional key art for LAST KERNEL showing a cyberpunk card colony defending against a night attack

What it looks like

What it looks like

  • Development buildAn honest in-engine snapshot of the card grid and pack interface. It shows current implementation progress, not final art.

Design pillars

What this game is about

  1. 01Card-stacking colony simulation during the day phase
  2. 02Deterministic auto-battler defense during the night phase
  3. 03Data-driven cards, recipes, packs, quests, and encounters
  4. 04Event-driven UI with bilingual runtime localization

Engineering

Engineering

  1. Process 01

    Make preparation the player's primary skill

    Context
    Direct unit control would turn the night phase into a conventional tactics game and weaken the system-building premise.
    Approach
    Keep day planning interactive and make night combat deterministic and hands-off.
    Outcome
    Success reflects the colony the player built, but weak feedback would make losses feel arbitrary, so combat explanation is essential.
  2. Process 02

    Separate game data, rules, and presentation

    Context
    Cards, recipes, quests, packs, and encounters need frequent content iteration without coupling every change to scene objects.
    Approach
    Store definitions in ScriptableObjects, run rules in plain C# services, and reserve MonoBehaviours for views and input.
    Outcome
    Content becomes easier to validate and test, while the project needs explicit IDs, event contracts, and editor tooling.
“

Outcome

A substantial Unity 6.4 production foundation for a system-driven strategy game, with a documented architecture and public source repository ready for continued vertical-slice work.

Postmortem

Build notes

LAST KERNEL is not a released game yet, but it has moved well beyond a reserved concept. The current codebase contains the core run-state, card, crafting, combat, defense, quest, localization, audio, and UI layers needed for a real vertical slice. The next risk is content and tuning, not whether the architecture exists.

Design notes

Working notes

  • ScriptableObjects hold card, pack, recipe, quest, and encounter data while plain C# services own the rules.
  • The day-to-night loop separates player planning from deterministic hands-off combat, making preparation the primary skill.
  • Runtime-switchable English and Simplified Chinese localization is built into the project instead of deferred until release.
  • A custom project validator checks missing references, duplicate IDs, and invalid data after structural changes.
PreviousUnreal Battle Royale PrototypeA single-player Blueprint systems prototype covering stance, pickups, drag-and-drop inventory, equipment, weapons, and scopes.
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Crafted since 2024
ZhenXiao Mark YuZhenXiao Mark Yu
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