The game
Astroblast Rampage is a vertical 3D space shooter for phones, played in portrait. Its itch.io page promises 1,000 levels, five bosses and five ships to unlock and upgrade, and the project backs each of them: a level list generated up to 1,000, five boss prefabs with five boss waves, and five ship prefabs.
It was released on Google Play in 2023. Today it is playable in the browser on itch.io, whose page I confirmed is live on 2026-10-27, and there is a gameplay trailer on YouTube. Both links are under Links at the end of the page.




What is in the repository
It is a Unity project, on Unity 6000.3 with the Universal Render Pipeline. Its published default branch has 294 commits, the first from 2023-09-17 and the last from 2026-10-15, counted on 2026-10-27. The project's own folders hold 107 C# scripts and 7,919 lines: 103 under Assets/Scripts and 4 under Assets/Game/Scripts, among them the purchase manager and the save data. I counted lines as git blame does, blank lines and comments included. One of the 107, SimpleCameraController, is Unity's template camera script, 303 lines, and I leave it in the count. Every other C# file in the repository belongs to an SDK, a package or an asset pack.
A wave names an enemy, a path, a count, a spawn interval and the range of levels it applies to, and there are 25 regular waves and 5 boss waves. The spawner reads the chosen level, widens its pool of waves with it and sets a kill quota that ends the level, and a boss level draws one of the boss waves. Each ship carries weapon launchers. The firing system fires the guns together and the missiles one after another, and projectiles are pooled. 126 achievement assets cover enemies killed, levels completed, ship and passive upgrades, ads watched and rating the game.
2026: Unity 6, IAP 5 and a clean-up
Unity 6. On 2026-08-02 I moved the project from Unity 2022.3 to Unity 6 (6000.3). A Web build profile followed the next day, and on 2026-10-10 a profile for itch.io set the canvas to 450 by 800, so the browser version keeps the portrait layout the phone UI was drawn for at 1080 by 1920.
In-app purchases on IAP 5. Unity IAP 5 replaces the old purchase listener with a store controller that raises events. On 2026-09-27 I rewrote the purchase manager for it, with Claude, in one commit: 116 lines added and 91 removed in a 257-line file. Whether "no ads" is owned now comes from an entitlement check, and a second commit that day stores that ownership on the device, so it is right offline. Owners get no interstitials or banners, and rewarded ads stay.
The SDK-removal audit. On 2026-08-02 I removed the QUDO integration, a third-party monetisation SDK, in two commits. On 2026-09-27 I audited the project for anything left, with Claude, and the report is in docs/qudo-leftovers-audit.md. It finds nothing and shows its method in nine checks, among them a search of the whole working tree (binaries and the editor's Library folder included) and a check that none of the 40 paths the SDK ever had in history still exists. It records three side effects, all in achievements and old saves; the one that matters is that removing an entry from the middle of the achievement list moved the next one from 11 to 10, which only counts if old phone saves are carried over. It also caught something unrelated: the removal had committed a folder named dev/null of Git LFS hook stubs, which I removed on the day of the audit.
My part
Blame says whose commit a line is in, and nothing more, so I claim only what the history shows.
- Commits. 284 of the 294 commits are in my accounts and 10 in Blue Olive's. Claude co-authored eight, all from 2026-09-27 on, by their trailers. Among them are the purchase rewrite, the audit and the itch.io profile.
- Lines. By
git blame -wover the 107 scripts, 6,911 of 7,919 lines (87%) are in my commits and 1,008 (13%) in Blue Olive's. 303 of hers are the template camera script. - The first import. The history opens with a one-file "Initial commit" (a
.gitignore) under my account. A bulk import follows the same day under Blue Olive's account: project settings, packages, asset packs, assets and the first scripts. 778 of today's lines, 10%, still come from it, and I do not count them as mine. - Whole parts in my commits. Combat is 97% mine, the UI 96%, the managers 92% and the enemy scripts 87%. The three ads scripts, the JSON saving system and the four scripts in
Assets/Game/Scriptsare entirely in my commits. The 11 scripts loose in the root ofAssets/Scriptsare 65% Blue Olive's.