Start with a satisfying tap-and-sort mechanic and finish with a customizable mobile game foundation. Cup Stack Jam combines animated 3D cup sorting, a verified campaign, practical content tools, and ready-to-configure monetization and LiveOps systems in one Unity 6 project.
Players tap cup stacks and send matching colors toward the active trays. A filled tray packs away and the queue advances, while peg capacity, locked trays, hidden colors, board cut-outs, and wildcard cups turn a simple action into a planning puzzle.
There are no timers or move limits in the included campaign.
Try the project: Play in Browser | Download the Android Demo | Read the Online Guide
HyperCasual LiveOps Kit is included for ads, haptics, IAP, and other similar backend features.
🥤 Tap, Route, and Clear
The board, tray queue, and limited peg buffer create an immediately readable color-sorting loop. Cups animate into place, completed trays leave the board, and invalid actions are refused without consuming a booster. Touch-first portrait controls keep the interaction direct on mobile.
🧠 A Campaign Measured End to End
- 500 contiguous JSON levels are included.
- Every generated level passes the project's solver before being written.
- Difficulty bands introduce cut-outs, locks, mystery stacks, wildcard cups, color growth, and tighter capacity gradually.
- Reproducible seeds make it possible to regenerate or extend a campaign deliberately.
🏗️ Two Complementary Content Workflows
Shape individual puzzles in the visual Manual Level Editor, including stacks, trays, obstacles, special mechanics, booster counts, and unlock levels. Use the Automatic Level Generator to create balanced ranges at scale. Both tools share the same data and validation layer, so authored and generated content follow the same rules.
🎯 Four Tactical Boosters
Shuffle reorders waiting trays, Extra Peg expands the buffer, Unlock opens a locked tray, and Pull Forward brings a selected queued tray to the front. Unlock progression, inventory, first-use explanations, targeting behavior, and no-charge refusals are already connected.
📈 Systems Around the Puzzle
The included HyperCasual LiveOps Kit supplies local progression and save data, currencies, shops, daily rewards, achievements, rankings, battle pass surfaces, lucky wheel, slots, mystery chests, audio, haptics, analytics adapters, and configurable service boundaries.
Ads are included. Banner, interstitial, and rewarded-ad placements are implemented and the demonstration setup uses official test inventory. The Google Mobile Ads vendor plugin and production IDs are not bundled. Purchases use a dummy backend until the buyer configures real platform products and credentials.
🎨 Make It Yours
Retheme the palette, URP materials, meshes, UI art, sounds, and feedback without rewriting the core rules. Game code is isolated under the `CupStackJam` namespace, while levels use readable JSON and settings use ScriptableObject assets. FBX model sources, materials, prefabs, shaders, and editor code are included.
🔧 Release Configuration Required
- Install and license any optional vendor SDKs needed for enabled services.
- Replace test ad IDs and dummy purchase settings.
- Provide upload signing, privacy-policy hosting, platform-console credentials, and store product IDs.
- The supplied APK is a development/demo build rather than a production-signed release.
📜 Licenses and Dependency Inventory
The buyer package includes the first-party HyperCasual LiveOps Kit and Robert Penner easing code under the BSD license; Unity Registry packages remain subject to Unity's applicable terms. Optional Google vendor SDKs are excluded. See `Third-Party Notices.txt` in the package for the verified dependency and license inventory.
📖 Guide and Direct Support
The included HTML manual covers installation, gameplay architecture, both editors, seeded generation, boosters, customization, JSON fields, and troubleshooting. For assistance,
contact SatisVizion at satisvizion@gmail.com