About the project

I built Weapon Lab because I wanted gun feel on a phone: kick, spread, and chunky pixel guns you can read at a glance. Shipaton made the rest of the decision for me. Ship a real loop people can play, not a pile of unfinished systems.

The game is simple on purpose. You defend a zone through waves, earn Gold, and unlock guns in a shop. Under the hood it’s Unity 6 on mobile, ScriptableObject weapon stats, Aseprite layer kits for the guns, and RevenueCat plus a small Cloudflare worker for the wallet and entitlements. Rewarded ads cover revive so a failed run isn’t a hard stop.

What I learned the hard way is that store plumbing eats the same calendar as gameplay. Closed testing, production review, and purchase edge cases on device took as much focus as the run itself. One clear fantasy (guns that feel good) beats ten half-wired features when the clock is real.

The tough parts were scope and honesty. Gunsmith and attachments got far enough to be exciting and still missed this build. Fitting shop, meta currency, ads, and a long run into one release meant cutting hard and demoing what’s actually live.

Next up is attachment loadouts with real persistence and unlocks, then deeper run structure. This version is the foundation: playable, purchasable, and on the store.

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