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What is tabletoptavern?

memori-studios/tabletoptavern — explained in plain English

Analysis updated 2026-07-18

33C#Audience · developerComplexity · 4/5Setup · hard

In one sentence

The full C# source code behind a shipped solo indie Unity game, shared as an honest, unpolished look at real production code, assets excluded, but the architecture and lessons are all here.

Mindmap

mindmap
  root((tabletoptavern))
    What it is
      Shipped indie game source
      Unity C# codebase
      No included assets
    Tech Stack
      Unity
      DOTS/ECS
      MonoBehaviour
    Key Systems
      Battle simulation
      Campaign map
      Progression and gear
    Audience
      Indie developers
      Unity learners

Code map

Detail Auto

An interactive map of this repo's files and how they connect — its source is parsed live in your browser. Click Visualize to build it.

filefunction / class

What do people build with it?

USE CASE 1

Study how a real shipped indie game structures combat simulation with Unity's DOTS/ECS system.

USE CASE 2

Learn how to mix ECS performance-critical code with MonoBehaviour-based UI and campaign logic in one project.

USE CASE 3

Borrow patterns for procedural campaign map generation, hero progression, or a pooled audio system.

USE CASE 4

Read the developer's candid notes on what aged poorly (like the save system) to avoid the same mistakes.

What is it built with?

C#UnityDOTS/ECS

How does it compare?

memori-studios/tabletoptaverngothic-remake-lockbreaker/gothic-remake-lockpicking-toolk0lin/jellyfin-plugin-sso
Stars333432
LanguageC#C#C#
Setup difficultyhardeasymoderate
Complexity4/51/53/5
Audiencedevelopergeneralops devops

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · hard Time to first run · 1day+

Cannot be run as a game, art, audio, and licensed assets are excluded, useful for reading the code only.

So what is it?

Tabletop Tavern is a released solo indie game built in Unity. This repository contains the C# source code that powers it, shared by the developer as an honest look at what a finished indie project actually looks like on the inside. The intent is not to produce a clean tutorial or a polished showcase, but to show real shipped code with all its imperfections and evolution marks. Important to know upfront: the assets are not included. Art, audio, prefabs, and scenes are all missing because they include licensed third-party content that cannot be freely redistributed. You cannot run the game from this repository alone, but you can read, study, and borrow patterns from the code for your own projects. The game uses a hybrid approach in Unity: a system called DOTS/ECS (which handles unit simulation and is designed for high performance) alongside Unity's older MonoBehaviour system (which handles the user interface and campaign logic). The structure is built around two scenes, one for the campaign map and one for battles. Units, combat, and formations run through ECS, menus and game management use MonoBehaviour. The key systems include a battle simulation with formations and both melee and ranged combat, a campaign map with procedurally generated nodes, a spell system, gear and hero progression, localization through a custom manager, Steam integration, and a pooled audio system. The code is organized across four assemblies covering core game logic, audio, shared utilities, and the procedural map generation module. The developer's notes in the README are candid: some systems aged poorly (the save system is called out specifically), and some architectural choices would be made differently today. That honesty is part of what makes the repository useful as a study resource for other developers learning what a real shipped indie project looks like from the inside.

Copy-paste prompts

Prompt 1
Walk me through how this repo splits battle simulation logic between DOTS/ECS and MonoBehaviour.
Prompt 2
Show me how the procedural campaign map generation works in this codebase.
Prompt 3
Explain what the developer says went wrong with the save system and how I could design mine differently.
Prompt 4
Help me adapt the pooled audio system pattern from this repo into my own Unity project.
Prompt 5
Compare the ECS-based unit and combat systems here with a more typical single-paradigm Unity project.

Frequently asked questions

What is tabletoptavern?

The full C# source code behind a shipped solo indie Unity game, shared as an honest, unpolished look at real production code, assets excluded, but the architecture and lessons are all here.

What language is tabletoptavern written in?

Mainly C#. The stack also includes C#, Unity, DOTS/ECS.

How hard is tabletoptavern to set up?

Setup difficulty is rated hard, with roughly 1day+ to a first successful run.

Who is tabletoptavern for?

Mainly developer.

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