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Madfinger Games have prepared the “Game Master’s Kit” – a special edition of their online multiplayer hit SHADOWGUN:DeadZone. The complete game project is now available as a free download on the Unity Asset Store.

Some multiplayer games have mod support that allows people to modify or add various parts of the game like maps, game assets, scripts or configurations files. But SHADOWGUN:DeadZone Game Master’s Kit goes further than that. It is a snapshot of a real Unity 5.1 project with game sources and assets.

You can modify everything, even port the game to a new platform. Or you can just learn from the project and play around with it by changing the gameplay as you wish. You can use it as any other asset from the store, as long as you respect the SG:Deadzone public license agreement.

The game was released on Unity 3.5 around Christmas 2011 and it’s now available on Android, iOS and Facebook. Over the years, the studio has polished the game and provided dozens of server side stability and security improvements and fixes. Now they’ve decided to share the result of the whole experience with the Unity community.

Please play with it, modify it and have fun. If you ever want to share a really good modification to the game or if you would like to help the development process, join the game community here.

What the project includes:

  • fully functional online multiplayer game
  • client side & server side
  • 2 game modes included: deathmatch and zone control (domination)
  • 2 maps: core (deathmatch), vortex (zone control)
  • all the characters from the original game (reduced texture quality)
  • all the weapons and items from the  original game (reduced texture quality)

What we’ve added (not in the official version of the game):

  • server list – game server enumeration on LAN
  • possibility to connect a game server defined by ip:port (command line)

What is missing (compared to the official version):

  • matchmaking
  • anti-cheat
  • in-app purchases
  • commercials
  • various analytics

The networking part is powered by MuchDifferent’s uLink technology. The game is implemented around the authoritative server concept, where the server has everything under control.

Since the game doesn’t use the new Unity Multiplayer technology, it’s NOT a good place to learn it. However, the authoritative server concept is supported by both technologies. So, it should not be too difficult to port the game to Unity Multiplayer. Actually, uLink has evolved from a system similar to the old Unity networking system.

Make sure to read Madfinger’s installation and compilation guide before getting started.

15 replies on “Shadowgun DeadZone Game Master’s Kit”

Hmm, I read the documentation and off the forum for this asset, I can say that from this asset zero sense , in terms of implementing a multiplayer game, this asset is lined only in order that anyone could create your own map or weapons, and can be verified you must send your product to our sponsors of asset, besides creation cannot be tested on this asset , because the game mode is not possible on the Internet , and build your local network there is no sense Yes, and why not, this package has a lot of cut, there is no control of the server, not the master server no monetization, no online multiplayer( at server startup on your computer from the outside don’t see it) , chat not working, there is no database, all user accounts are stored anywhere … My opinion on this asset was such that the authors are just looking for free developers of maps and weapons , for a more is not suitable

[…] you are a Pro-gamer and also have a interest in modding games, this link will take you to the Unity’s Base for Shadowgun, and here is the official website for Shadowgun: […]

It looks like it would truly be a great learning resource for people.

However, given that the kit can’t be used for any commercial purpose and everything you do using this kit or any part of of the kit will belong to Madfinger not you, makes it unlike the assets available in the asset store contrary to what it says in the above blog post. Happy to be corrected, but that was my understanding on looking quickly at the licence agreement.

You can use it as any other asset from Asset Store. There was no any extra license, so this asset use unity-eula. Doesn’t really matter what they write on their web page.

It does matter actually because it specifically says that you must comply with the licence agreement.:

“You can use it as any other asset from the store, as long as you respect the SG:Deadzone public license agreement.”

In the agreement it says very clearly:

a. Hereby MADFINGER Games, a.s. gives You as a Licensee the personal, cancellable, limited, non-exclusive, non-transferable and non–commercial license to change and create the new versions of the Game SHADOWGUN : DeadZone under conditions of this Agreement.

d. All changes, modifications, variations, mutations and alterations of SHADOWGUN: DeadZone ( sometimes called as „Derivatives„ ) made by You will be the property of Madfinger Games, a.s. by the day Derivatives are accepted by MADFINGER Games, a.s. . You hereby entitle MADFINGER Games, a.s. to use, copy, modify, distribute the changes, modifications, variations, mutations and alterations with all its Derivatives. MADFINGER Games, a.s. is also allowed to use Your name or nickname without title to a fee.

Is there something that is not clear about this?
a. Says… You cannot use it in a commercial product.
d. Says… Madfinger owns everything you do with this asset.

Played with this for about 15 minutes.


Lack of offline support is unfortunate.
Tied to uLINK, a premium networking solution with a high entry cost.
No option for client hosting, only dedicated server.
No explanation of the in app purchases.
No account services (email, password recovery, facebook, ect).
Many props to Madfinger for publishing this, but, I think there are better ‘all in one’ starter kit options.

Disclaimer I’ve worked on MuchDifferent stuff and am associated with the organization.

Awesome news and great learning resource!

About the multiplayer system
It has differences and similarities with uNet as the post says. The concepts are more similar to the old unity networking in some ways. We only have RPCs and no command/rpc division is available.
Each prefab unlike uNet can actually be 3 prefabs, I mean you can have a prefab for server, one for owner and one for proxies to make the code more organized and assets different (for example remove some stuff from server prefab).
Multiple objects canbe owned by each player.
There is a functionality to approve/deny clients at connection time in a callback uLink_OnPlayerApproval()
Also you can serialize any kind of class in RPCs given the fact that you wrote serializers for them.

If people convert to uLink 1.6 then they can integrate with steam, have a much better time sync (the new timer is as good as those in high frequency trading systems) functionality and lots of other improvements.

Also if you want to re-add match making then we have uLobby, uZone and other tools to help. You should host your own match making however because there is no system like unity’s cloud based match making currently available.

Also there is a load tester product available as well if that can be useful for testing.

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