FrostRealm Chronicles is a fully open-source real-time-strategy game inspired by Warcraft III: The Frozen Throne and modernized with Unity 6.1 LTS, HDRP ray-traced visuals, and ECS/DOTS performance.
All development, art, audio, balance, multiplayer, and testing workflows are driven by AI and documented in this repository.
Note for Windows + WSL users – The *.sh scripts are fully supported under WSL. The helper scripts now auto-detect the WSL environment and will invoke the Windows-installed Unity Editor located in
C:\Program Files\Unity\Hub\Editor\6000.1.12f1\Editor\Unity.exe. Simply run the same commands shown below from your Ubuntu prompt.
# Initial setup (installs dependencies, configures Git LFS)
dev-setup.bat
# Quick build and run
dev-run.bat
# Build only
dev-build.bat
# Run tests
dev-test.bat
# Clean build files
dev-clean.bat- Unity 6000.1.12f1 (Unity 6.1 LTS or newer 6.x build)
- Make sure to add the "Linux Build Support (IL2CPP)" module in Unity Hub so the WSL build scripts work.
- Unity Hub (latest version)
- Git with Git LFS (for asset management)
- Windows 10/11 (primary development platform)
- Unity 6.1 project setup with HDRP
- Hero data architecture (ScriptableObjects)
- Character selection screen with UI Toolkit
- Input system (keyboard, mouse, gamepad)
- Hero selection manager with animations
- Build automation scripts
- Core game management systems
- Resource management framework
- RTS camera controller
- Unit selection system
- Audio management system
- Scene management framework
- Hero asset integration (8 hero models available)
- Audio system integration
- Main gameplay scene development
- Unit control system implementation
- Main gameplay scene completion
- Unit control system refinement
- Multiplayer networking
- Campaign system
- Advanced AI systems
- Vision & Scope
- Repository Layout
- Development Guides
- Asset & Audio Pipelines
- Multiplayer & Networking
- Balance, Campaign, & Testing
- Project Management & Contribution
- Getting Started (Build / Play)
- License
- Gameplay – 4 asymmetrical factions, hero-centric combat, TFT-accurate formulas (+1 damage per primary stat, armor =
(armor*0.06)/(1+armor*0.06), etc.). - Visual Target – Warcraft III Reforged-quality models (5–10 k tris heroes, 4 K textures), HDRP with real-time ray tracing.
- Platforms – PC (Windows/Linux), scalable to Steam Deck.
- Open & Free – Unity free tier, AI-generated assets using only free tools; everything in this repo is MIT-licensed.
Full design details: .claude_docs/GAME_PRD.md, .claude_docs/GDD.md, .claude_docs/TECH_SPECS.md.
Assets/ – Unity assets (art, audio, prefabs, scenes, scripts)
Art/ – Concept art, textures, models (8 hero models available)
Data/ – ScriptableObjects, hero data (8 heroes configured)
Prefabs/ – Prefab variants for heroes, UI, etc.
Scripts/ – Runtime, Editor, and test scripts (C#)
Core/ – Core engine-like utilities (GameManager, InputManager, etc.)
Data/ – Data‐oriented ECS code
Heroes/ – Hero abilities and logic
UI/ – UI Toolkit components
Scenes/ – MainMenu, CharacterSelection, Gameplay scenes
Build/ – Generated builds (ignored by Git)
Logs/ – Editor & build logs (gitignored)
Packages/ – Unity package manifest cache
ProjectSettings/ – Unity project settings (versioned)
TestResults/ – XML result files from Unity Test Runner
Tools/ – Helper scripts and CI configs (if any)
- Build automation – See
dev-*.sh(Linux/WSL) anddev-*.bat(Windows) scripts for one-click build, run, test, and clean. - Continuous Integration – Sample GitHub Actions workflow coming soon to automate builds and tests on every pull request.
- Coding standards – C# code follows Microsoft + Unity conventions; run
dotnet formatbefore committing.
- Art uses Blender & Substance Painter; exports land in
Assets/Art/. - Audio is generated or recorded at 48 kHz WAV in
Assets/Audio/. - Addressables handle asset streaming; see
AddressableAssetsData/.
Planned Netcode for Entities (Unity's DOTS networking) with Steam Relay fallback.
Balance spreadsheets and campaign scripts live in .claude_docs/ and are executed via in-Editor tools.
- Issues → GitHub Issues, labelled
bug,feature,tech-debt. - Branching model → main (stable) / dev (integration) / feature branches.
- Pull requests require passing CI and at least one code-review approval.
# Windows + WSL (Ubuntu)
./dev-setup.sh # one-time setup, pulls LFS assets
./dev-run.sh # build & run Linux player via WSL-g or X-server
# pure Windows
dev-setup.bat
dev-run.batMIT — see LICENSE for details. Commercial use permitted; attribution appreciated.