Solo Clicker - Idle Clicker Kit View on Asset Store (opens in new tab)

Package details

Latest version
1.1.1
Last updated
First released
Unity version
2021.3.45 or later
Package size
1.2 MB
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56
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Solo Clicker - Idle Clicker Kit

by Solo Studio 54 (opens in new tab)

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Idle Clicker template: AdCap-style shop rows, CPS + tap loop, milestones, prestige/franchise, time-to-afford ETA, autosave & offline earnings, pause overlay, clean C# + TMP. Ready to reskin.

Price $22.00

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Last 6 months

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Price history for Solo Clicker - Idle Clicker Kit, 6 months Current $22.00; lowest $22.00; highest $22.00 in this period. $0 $12.5 $25 Jun Jul Aug Sep Oct Nov

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Solo Clicker - Idle Clicker Kit screenshot 1

Solo Clicker - Idle Clicker Kit screenshot 1

About this asset

Link to playable demo

https://ade2600.itch.io/solo-clicker-web-demo-idle-clicker-template

This asset is provided as a starter game template.

It includes core systems, example gameplay, and a clean project structure intended to help developers prototype faster and build their own games.

This package is not a finished or content-complete game.

Users are expected to:

  • Modify visuals, gameplay rules, and balance
  • Add additional features, polish, and content
  • Adapt the template to their own design goals

If you are looking for a ready-to-publish game with final art, progression systems, monetization, or full content, this package may not be suitable.

If you want a clear, extendable starting point that saves development time and encourages customization, this template is built for that purpose.

Solo Idle Clicker Template (AdCap-style)

A production-ready idle/clicker foundation with a fast-food theme and Adventure-Capitalist-style shop rows. Clean C#, ScriptableObjects, tuned prestige, milestones, autosave, and offline earnings. Drop in your art, tweak a few ScriptableObjects, and ship.

Features

  • Tap + CPS loop with clear UI and number formatting
  • Shop rows with cost scaling, lifetime/dependency unlocks, and time-to-afford ETA
  • Milestones at 10/25/50/100/200 (configurable), exact delta CPS math
  • Prestige/Franchise with tuned curve and minimum lifetime gate
  • Offline earnings with cap and multiplier (optional prestige scaling)
  • Autosave on purchase, pause overlay, hard reset utility
  • Modular C# components, data-driven items, TextMeshPro UI

Technical

  • Unity 2021.3 LTS+; Built-in/URP/HDRP (Screen Space – Overlay UI)
  • Desktop and mobile; no third-party packages beyond TextMeshPro

Notes

  • Placeholder sprites included for demonstration. Replace with your art for release.

From the publisher's Asset Store listing.

Technical details

Unity Compatibility

  • Editor: 2021.3.45f2
  • Build: Mono & IL2CPP
  • Platforms: Windows/Mac/Linux Standalone, iOS, Android
  • Render Pipelines: RP-agnostic (UI only, Screen Space – Overlay)
  • Input: Mouse & touch (Unity UI/EventSystem)

Dependencies

  • TextMeshPro (built-in).
  • No third-party packages. No services required.

Code & Architecture

  • Namespace: SoloStudio54.SoloIdleClicker
  • Modular components (no monolithic managers)
  • Event-driven refresh (GameEvents.OnRebirth)
  • ScriptableObjects for items (ShopItemDef)
  • Clean C# with summary comments; plug-and-play components

Core Systems

  • GameApp + GameState (currency, CPS, tap power, lifetime, prestige)
  • IdleTickSystem (CPS ticks, pop aggregation)
  • TapSystem / TapButtonView (serve button)
  • ShopSlotView (cost scaling, unlocks, ETA, milestones, instant save)
  • ShopRowAdCapSkin (AdCap-style icon/label/progress bar)
  • RebirthSystem (Franchise; tuned curve + min gate; +8%/star)
  • ProductionRecomputeOnBoot (authoritative CPS rebuild on boot/rebirth)
  • UX: PopTextManager/PopText, ButtonPunch, pause overlay helpers

Prestige (Franchise)

  • Defaults: Base 100,000, Power 0.55, Min Lifetime 50,000Points: floor((Lifetime / Base)^Power)
  • Bonus: GlobalMultiplier = 1 + stars * 0.08
  • Rebirth wipes owned levels; lifetime persists

Shop & Milestones

  • Cost: geometric (baseCost * multiplier^level, default 1.15)
  • Milestones: default levels 10/25/50/100/200, multiplier ×2 each
  • Exact delta CPS applied on purchase (pre/post milestone aware)
  • Unlocks: by lifetime and optional dependency

Save & Persistence

  • PlayerPrefs JSON via JsonUtility
  • Schema: currency, ips, tapPower, lifetimeEarned, prestigeBank, itemLevels[]
  • itemLevels: list of { id, level } (dictionary-free)
  • Autosave every few seconds + on buy/pause/quit
  • Hard reset utility included

Offline Earnings

  • Configurable cap (hours), multiplier, optional prestige scaling
  • Grants on resume; ignores micro-absences
  • Separate timestamp key; cleared by hard reset

Performance

  • Idle tick accumulator (default 10 Hz)
  • UI refresh cadence ~0.12s (low GC)
  • No per-row coroutines; no reflection in tight loops
  • Pop texts are lightweight instantiates (pooling not required; trivial to add)

UI/Art

  • TMP UI; icon-ready item rows
  • Works with 250×250 sprites; palette/theme easily swapped
  • Safe for varied aspect ratios; screen-space overlay

Extensibility

  • Bulk buy (×1/×10/×100/MAX) helpers included (optional)
  • Easy to add items (duplicate ShopItemDef and a row)
  • Hooks for SFX, achievements, ads/IAP, localization
  • Serializer can be swapped (e.g., JSON .NET) if desired

Limitations

  • No cloud save out of the box
  • No localization framework bundled (strings are UI/TMP-driven)
  • Single-player; no networking

Support

  • Clear entry points: GameConfig, ShopItemDef, scene rows
  • Commented scripts; minimal magic; ready to reskin and extend

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2021.3.45f2 Compatible Not listed Not listed

SRP Compatibility (Built-in, URP, HDRP)

  • RP-agnostic. UI is pure UGUI + TextMeshPro; no custom shaders. Works out-of-the-box in Built-in, URP, and HDRP.
  • Best practice: keep Canvas as Screen Space – Overlay (no camera stacking needed; fastest and SRP-independent).
  • URP (if you prefer camera UI): set main camera = Base, UI camera = Overlay, add to stack. Otherwise stick to Overlay Canvas.

As listed on the Asset Store.