Rulekit

Write your game rules in plain C#. Test them with no engine running. Watch every step they take.

View the Project on GitHub PMeeske/rulekit

Rulekit

Write your game rules in plain C#. Test them with no engine running. Watch every step they take.

A Unity package for programmers building turn-based, tactics, card, roguelike, puzzle, management and simulation games — and the systems layer of everything else.

Unity 2021.3 or newer. Published by MeeskeSoft.

The problem

You have a bug in your enemy AI and you cannot reproduce it.

It happened once, in Play Mode, to a tester. The enemy chased when it should have been idle. You have a screenshot and a hunch. You cannot get back to the state it was in, so you add log lines, press Play forty times, and hope.

That is not a Unity problem. It is a problem with where your rules live. A MonoBehaviour that holds mutable state, reads Time.time, rolls a Random and moves a transform cannot be put back the way it was — so it cannot be tested, and it cannot be re-run.

What Rulekit does

Rulekit moves the decisions out. Health, aggro, inventories, doors, locks, turns, cooldowns: all of it becomes “state in, new state and effects out”. Those rules live in an inner core of plain C# with no engine references. Your MonoBehaviour becomes the outer shell that does what the core decided.

Every step is recorded. The Step Recorder window lists every decision every object made, in order, with the fields that changed and the effects that fired.

You can put the state back and run the step again. Restore the state to the instant before a decision, put a breakpoint in your rule, re-run it — then let the window compare the re-run against the recording and tell you whether your logic is still deterministic.

The tests run with no Unity at all. 70+ specs ship with the package and run two ways: Unity’s Test Runner, and dotnet run from the command line with no editor open. Your CI can run your game’s rules.

What it isn’t

Not an ECS. Not a movement, physics or animation framework. Not visual scripting — there is no node graph, and the Step Recorder is a debugger, not an editor. It handles the rules of your game, not the feel.

It does not give you serialization, save/load or networking. Restore and re-run touch the pure state only — they do not rewind the scene.

Rulekit is not open source. This site and the GitHub repository hold documentation, the issue tracker and samples. The package source ships with the asset and is yours to read and modify once you buy it.

Where to buy

Rulekit is a paid package for the Unity Editor. The store link appears here once the listing is live. Until then the contact details below reach the publisher directly.

Contact

Support: https://github.com/PMeeske/rulekit/issues — a public tracker, so you can read what has already been asked and answered before you buy. Bug reports ask you to paste a Step Recorder log; the window has a Copy log button, and that paste is usually the whole diagnosis.

Email: philip.meeske@outlook.com

Publisher: MeeskeSoft


© 2026 MeeskeSoft. Unity is a trademark of Unity Technologies. Rulekit is not affiliated with or endorsed by Unity Technologies.