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Publisher

RevGaming

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This entry is from Wednesday August 26, 2026. The price of the asset may have changed since then.
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Overview


🚀 REVFRAMEWORK COMPLETE


If something fails, it tells you why.


That is the rule every RevFramework system is built around. Explicit APIs.

Deterministic RNG and rounding. Real failure codes. No guesswork.


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⚠️ READ THIS BEFORE YOU BUY


RevFramework is for developers comfortable writing C# in Unity.


It is not a no-code tool. There are no drop-in prefabs that "just work" and there is no inspector-only configuration path. If that is what you are looking for, this is the wrong asset — and I would rather you knew now than after buying. That is not a criticism of what you need; it is a different tool for a different job.


The full documentation site is public and needs no purchase. Read it and decide for yourself before you spend anything:


https://revandrab.github.io/RevFramework/


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🧩 WHAT YOU GET


Eight gameplay systems, each usable on its own:


🧺 Inventory — slot-based containers, hotbars, equipment slots and filters, stack split/ merge/swap/move, replaceable sort and search strategies, JSON snapshot save and restore


🎁 Pickups — 2D and 3D pipelines, multiple interaction modes, effect-driven architecture so you define what "pickup" means, decorators, cooldowns


🔨 Crafting — job-based with preflight validation and progress tracking, batch crafting, validators, modifiers, output routing, workbenches, deterministic RNG, optional offline progress


💎 Loot — drop tables, weighted and independent-chance rolls, nested tables with cycle detection, and delivery that accounts for every award: given to the owner, dropped into the world, or named in an Undelivered event. Never silently discarded, which is the failure a loot system is likeliest to hide


❤️ Health — damage and heal pipelines returning structured results, non-mutating previews safe to call from UI, shields (rechargeable, damage reduction, temporary HP, overheal, chains), regeneration, i-frames, death and revive lifecycle with before-death handlers


✨ Status Effects — buffs and debuffs with stack and refresh policies, DOT and HOT, dispel and cleanse, potency and duration scaling, immunity and resistance seams, auras and zones, multiple time sources


💰 Currency — ledger-based credit, debit and transfer, overflow-safe execution, escrow and holds with commit/release/TTL expiry, rollback-safe transaction staging, request-ID replay protection, exchange with rates, fees, limits and deterministic rounding, batched blocks with audit logs


🏪 Economy — shop services with all-or-nothing delivery and charge refund on failure, crafting cost integration with refund and restore, reward flows


Plus a save layer: a coordinator, a file store, participant ordering, and carry-over — so loading a save written by a build that had a system you have since removed does not discard that data permanently.


You are not buying a prefab kit. You are buying gameplay architecture.


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🔥 WHY IT IS DIFFERENT


Most Unity assets give you templates and hope the pieces fit together. RevFramework gives you systems and explanations.


Every Currency, Economy and Inventory operation returns a result object: a success flag, a machine-readable reason code, and an optional message. When a transaction does not go through, the system tells you exactly what happened.


If something fails, you know why. If a rollback occurs, you can trace it. If authority validation rejects a mutation, it is explicit. By design, not by luck.


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🎓 IT TEACHES ITSELF INSIDE THE EDITOR


This is where RevFramework is genuinely different, and it is the hardest part to show in a screenshot.


TEACHABLE PANELS


Interactive panels built into the framework, already placed in the sample scenes. Press Play, read what the panel is teaching, toggle the edge cases, press the buttons, and watch live results — balances, stacks, failure reasons, state changes. When it makes sense, copy the service calls into your own UI and delete the panel.


Most are written as hostile consumers: restricted to the public API and nothing else. No internal namespaces, no reflection, no undocumented helpers, no sample-only utilities. That constraint is the point. If they compile and run, the public API is genuinely sufficient to build on.


They teach the framework and verify its API surface at the same time.


DOCUMENTATION


  • Public MkDocs site, freely readable before you buy
  • Every system has an Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries and FAQ
  • 400+ folder-level READMEs beside the source, explaining intent and reasoning rather than restating what the code says
  • A guarantees matrix per system that lists what it does NOT promise as plainly as what it does

Where a page has been wrong, the correction says so instead of quietly replacing the text. Where a design costs you something, the documentation lists the cost. There is an In Development page that marks itself as intent rather than promise and names what does not exist yet.


VIDEO


  • 65 tutorials covering the teachable panels
  • 4 core onboarding videos: scope, teachables, documentation, and a live demonstration of removing and restoring systems in a real project
  • Every video shows real behaviour in a real scene

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🧪 TESTING AND RELIABILITY


EditMode 2519 tests 36 assemblies

PlayMode 402 tests 19 assemblies


Both green, run on every push against a clean Unity project in CI. The counts are stated rather than summarised because a number you can check is worth more than an adjective.


The goal was never a coverage percentage. It was predictable architectural behaviour.


  • Hostile Consumer tests — exercise the public API the way a real project would, through supported surfaces only, with no access to internals. If these pass, the contract holds.
  • Internal Truth tests — pin framework assumptions so a future refactor cannot silently change behaviour: event ordering, rollback paths, authority rejection, restore semantics.
  • PlayMode tests — Unity lifecycle failures that EditMode cannot reach.
  • Convention tests — structural guards that stop a fixed bug class from quietly returning.

Test assemblies are not shipped — you get clean runtime, editor, sample and teaching assemblies with no NUnit dependency and no compile overhead. The suite is a free download for owners instead.


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🧬 MODULARITY


Modularity is enforced at the assembly level, not just by folders. Each system compiles independently — delete Inventory and Crafting still builds. Integration lives in optional, define-gated layers rather than hard references, and scripting symbols update automatically as systems are added or removed.


One deliberate exception: Economy is the integration layer over Currency and Inventory, so it builds on both by design.


No prefabs. No required singletons — every service is an instance you create, own and can substitute. No MonoBehaviour soup.


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🌐 MULTIPLAYER AND NETWORKING


Stated plainly because it is the likeliest mistaken assumption. RevFramework is netcode-agnostic: it does not implement networking, replication, prediction or rollback.


Authority binders let you gate mutations through your own ownership and permission rules across every system — NGO, Mirror, Photon, Fusion, or something you wrote. We give you the rules; your netcode drives the simulation.


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🎨 UI


Reference UI is included across all systems. It shows you how to talk to the systems correctly — it is not your game UI. Build your own with Canvas, UI Toolkit, or whatever fits.


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🚫 WHAT THIS IS NOT


Not a character controller. 

Not a quest or dialogue system.

Not an AI framework.

Not a visual node editor. 

Not a drag-and-drop template. 

Not a locked UI workflow.


RevFramework gives you the foundations. You build the game.


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⚙️ REQUIREMENTS


  • Unity 6.0 or later
  • Built-in, URP and HDRP — runtime systems are render-pipeline agnostic
  • Dimension-agnostic — no physics, controller or camera assumptions
  • No third-party dependencies
  • Full C# source included

Some sample scenes reference the Input System and Universal RP. Neither is a dependency of the framework, only of those scenes — and opening one without them names the objects and packages responsible rather than silently doing nothing.


Only the Runtime folder is required for a build. Documentation, Samples and Teaching are optional, and Pre-Build Clean archives them rather than deleting them.


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🔗 PREFER TO START WITH ONE SYSTEM?


  • Inventory, Pickups & Crafting
  • Health & Status Effects
  • Currency & Economy

All share the same architecture, documentation standard and testing philosophy.


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🛟 SUPPORT


Reach out before leaving a review. If it is broken, it gets fixed.


Documentation: https://revandrab.github.io/RevFramework/

Email: contact@revgaming.dev


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Every system. Every failure. If something fails, it tells you why.


That is not a feature. It is the foundation everything else is built on.

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