Unity 6 prototype · build 2026.09.03

Feed the chain.
Weaponize the fall.

A competitive puzzle game where animals eat matching food, every domino splits across the terrain, and a carefully banked board can detonate through the whole arena.

99
AI seats simulated
6×12
measured well
204
passing checks
01:03 capture640 × 960local prototype

CORE LOOP animal → food → gravity → chain

PRESENTATION video-mapped 3D cubes + portals

COMPETITION badges + targeting + edible pressure

01 / THE GAME

The board is simple.
The consequences are not.

Drop two connected pieces. Animals consume orthogonally connected matching food. The empty space collapses, and the next relationship can ignite without another input.

A tall 6 by 12 BAKU100 well with layered 3D cubes
01PlaceTwo linked cubes enter the well.
BAKU100 cubes settling independently after a placement
02SplitEach half finds its own landing.
BAKU100 cubes tumbling during an animated chain resolution
03FeastMatches clear, gravity rebuilds the board.
A

Food banks

Food is stored value. One animal can consume an entire connected region.

0

Weak clears matter

A zero-point link still advances the cascade and can power the next strike.

Garbage is alive

Incoming pressure arrives as ordinary animal and food tiles—danger and comeback fuel at once.

Eat in depth

Cleared cubes fold into portals or spin away with stronger torque on deeper links.

02 / RULES SKETCH

Try the 6×12 well.

This lightweight browser board demonstrates placement, split gravity, eating, and cascades. The full prototype is the Unity build shown above.

LOCAL WELL
SCORE 0CHAIN 0ATTACK 0
EAT!

03 / CUBE SYSTEM

One game piece.
Six cosmetic decisions.

The renderer separates gameplay identity from presentation. Faces can come from a looping video, a beat-indexed atlas, or procedural fallback art while the physical cage remains free to rotate.

Four possible visual directions for modular BAKU100 cubes
Visual exploration for the modular pack system. Tidal Drift is the first rendered runtime pack.
CUBE COMPOSERsaved loadout 01 / 03
Tidal Drift animals · procedural food · chrome cage · pulse magenta

The Unity build saves multiple named loadouts and switches them with C. Species colors and attack-warning geometry stay fixed for fairness.

48frames per bar-locked loop
12physical rails per cube cage
1shared video decoder per subject
named player loadouts

04 / ADVERSARIAL FIELD

The bots know what food is for.

BAKU100’s deterministic AI does not play generic falling-block heuristics. It values food banks, scarce animal triggers, zero-point chain fuel, incoming pressure, and the survivability of the next landing.

BUILDER DOCTRINE

Banks connected food and protects accessible trigger cells.

A BAKU100 local field showing a focus board and multiple AI opponent wells
Verified local field simulationshared deterministic brain
6 ply

Explicit deep-search mode for authored encounters and long previews.

600 nodes

Hard work budget in the six-piece conformance fixture.

321 hits

Transposition-cache reuse in the same deterministic fixture.

98 KOs

A 99-bot reference match completed all eliminations.

05 / CURRENT BUILD

No roadmap fog.

What is playable now, what is technically proven, and what still needs production work.

PLAYABLE NOWREADY
  • Unity 6 local game loop
  • Layered 3D cubes, rotation, portals, moving wells
  • Tidal Drift video/atlas pack loading
  • Named custom cube loadouts
  • Adversarial AI and visible opponent field
PROVEN IN CODE204 / 204
  • Deterministic rules and replay state
  • Server-authoritative battle pipeline
  • Per-player targeting and badge economy
  • Pressure-aware search and boss doctrines
  • Pack timing/fairness boundaries
NEXT PRODUCTION PASSOPEN
  • Render and promote the actual sound library
  • Wire coin, danger, victory and arrival cues
  • Replace placeholder species before release
  • Complete public matchmaking and release packaging
  • Performance and accessibility passes

Current audio status: the cue system and custom SFX selector are wired, but the installed Tidal Drift pack contains no promoted WAV files yet. This build is silent by asset status, not by design.