Open-source Unreal Engine survival game and modular game architecture reference - plugin-based C++ core, data-driven workflows.
16
stars
2
commits
C++
primary language
Sep 11, 2026
updated
Learn. Survive. Connect.
ALIS is an open-source Unreal Engine 5 survival game set in a post-apocalyptic real-world city. Scavenge, learn practical skills through gameplay, and survive in believable locations built from real geography.
A runnable public prototype is available as a packaged release.
Download it from the
latest GitHub release
and follow the included INSTALL.txt.
You do not need a source checkout to run the packaged build. Building the complete project from source additionally requires asset payloads that are not stored in this Git tree.
This repository is the public code and documentation home for ALIS -- source code, architecture docs, build and release workflows, and modular plugin structure. Exactly what is published and what stays out of the public tree is listed in What This Repository Contains.
ALIS is a public Unreal Engine project that exposes modular plugin source across boot, foundation, systems, user interface, gameplay, world, and feature layers.
The repository includes public architecture, data, build, testing, and workflow documentation, together with module-level readmes and automation paths that reflect the real project structure.
These materials provide a direct view of how the project is organized, how responsibilities are separated, and how technical decisions are represented in code and documentation.
Concrete systems implemented as plugins in this repository:
Each system has its own plugin README with architecture and entry points.
Editor-side plugins that make the JSON-first workflow practical at scale:
x-alis-generator extension, the generator handles parsing, field mapping, incremental builds, and orphan cleanupALIS.Cap.<Name> gameplay tags and Item.Type, evaluated on AssetRegistry metadata so filters never trigger asset loadsFDefinitionEvents::OnDefinitionRegenerated) so editor plugins compose without depending on each other (DIP)Pipeline split is intentional: SYNC (mechanical path updates) -> GENERATION (JSON to DataAsset) -> PROPAGATION (cascading actor updates in placed scenes). Each step is its own plugin and communicates via broadcast events.
Entry points: Plugins/Editor/ProjectDefinitionGenerator/README.md, Plugins/Editor/ProjectPlacementEditor/README.md, Plugins/Editor/ProjectAssetSync/README.md, Plugins/Editor/ProjectEditorCore/README.md.
The public codebase is organized around explicit technical decisions:
Architectural themes visible in this repo:
Top-level public structure:
Source/ - Unreal targets and shared game module entry points (Alis, AlisClient, AlisEditor, AlisServer)Plugins/Boot/ - early boot and plugin lifecycle managementPlugins/Editor/ - editor-side generation, sync, and propagation tools for data-driven workflowsPlugins/Foundation/ - contracts, shared types, service location, low-level utilitiesPlugins/Systems/ - reusable runtime services such as loading, save, settings, and motion systemsPlugins/UI/ - UI framework plus feature-facing UI pluginsPlugins/Gameplay/ - gameplay framework and shared runtime gameplay patternsPlugins/Features/ - optional domain capabilities such as inventory, combat, and dialoguePlugins/World/ - shared world tools and world-specific implementationsdocs/ - public architecture, build, UI, testing, and reference docsscripts/ - automation for build, test, release packaging, signing, verification, and mirroringPlugin tier entry points:
If you want the best overview first:
If you want architecture first:
If you want gameplay and UI entry points:
If you want generation and agent-friendly pipelines:
If you want build, test, and release workflows:
Published here:
Alis.uproject, so the public repo reflects the real plugin layoutNot stored in this Git source tree:
ALIS public releases are intended to be verifiable, not just downloadable.
Relevant entry points:
Before contributing, read:
2 commits
Hacker News (1)
C++
77.8%
PowerShell
13.6%
Python
4.9%
C
1.1%
Open-source Unreal Engine survival game and modular game architecture reference - plugin-based C++ core, data-driven workflows.
16
stars
2
commits
C++
primary language
Sep 11, 2026
updated
Learn. Survive. Connect.
ALIS is an open-source Unreal Engine 5 survival game set in a post-apocalyptic real-world city. Scavenge, learn practical skills through gameplay, and survive in believable locations built from real geography.
A runnable public prototype is available as a packaged release.
Download it from the
latest GitHub release
and follow the included INSTALL.txt.
You do not need a source checkout to run the packaged build. Building the complete project from source additionally requires asset payloads that are not stored in this Git tree.
This repository is the public code and documentation home for ALIS -- source code, architecture docs, build and release workflows, and modular plugin structure. Exactly what is published and what stays out of the public tree is listed in What This Repository Contains.
ALIS is a public Unreal Engine project that exposes modular plugin source across boot, foundation, systems, user interface, gameplay, world, and feature layers.
The repository includes public architecture, data, build, testing, and workflow documentation, together with module-level readmes and automation paths that reflect the real project structure.
These materials provide a direct view of how the project is organized, how responsibilities are separated, and how technical decisions are represented in code and documentation.
Concrete systems implemented as plugins in this repository:
Each system has its own plugin README with architecture and entry points.
Editor-side plugins that make the JSON-first workflow practical at scale:
x-alis-generator extension, the generator handles parsing, field mapping, incremental builds, and orphan cleanupALIS.Cap.<Name> gameplay tags and Item.Type, evaluated on AssetRegistry metadata so filters never trigger asset loadsFDefinitionEvents::OnDefinitionRegenerated) so editor plugins compose without depending on each other (DIP)Pipeline split is intentional: SYNC (mechanical path updates) -> GENERATION (JSON to DataAsset) -> PROPAGATION (cascading actor updates in placed scenes). Each step is its own plugin and communicates via broadcast events.
Entry points: Plugins/Editor/ProjectDefinitionGenerator/README.md, Plugins/Editor/ProjectPlacementEditor/README.md, Plugins/Editor/ProjectAssetSync/README.md, Plugins/Editor/ProjectEditorCore/README.md.
The public codebase is organized around explicit technical decisions:
Architectural themes visible in this repo:
Top-level public structure:
Source/ - Unreal targets and shared game module entry points (Alis, AlisClient, AlisEditor, AlisServer)Plugins/Boot/ - early boot and plugin lifecycle managementPlugins/Editor/ - editor-side generation, sync, and propagation tools for data-driven workflowsPlugins/Foundation/ - contracts, shared types, service location, low-level utilitiesPlugins/Systems/ - reusable runtime services such as loading, save, settings, and motion systemsPlugins/UI/ - UI framework plus feature-facing UI pluginsPlugins/Gameplay/ - gameplay framework and shared runtime gameplay patternsPlugins/Features/ - optional domain capabilities such as inventory, combat, and dialoguePlugins/World/ - shared world tools and world-specific implementationsdocs/ - public architecture, build, UI, testing, and reference docsscripts/ - automation for build, test, release packaging, signing, verification, and mirroringPlugin tier entry points:
If you want the best overview first:
If you want architecture first:
If you want gameplay and UI entry points:
If you want generation and agent-friendly pipelines:
If you want build, test, and release workflows:
Published here:
Alis.uproject, so the public repo reflects the real plugin layoutNot stored in this Git source tree:
ALIS public releases are intended to be verifiable, not just downloadable.
Relevant entry points:
Before contributing, read:
Hacker News (1)
2 commits
C++
77.8%
PowerShell
13.6%
Python
4.9%
C
1.1%