Deterministic by design
Kinematic movement keeps character control direct, predictable, and tunable.
TyteBit is a pure C# framework for responsive, state-driven gameplay. Compose characters, combat, feedback, and game flow from systems designed to work together.

TyteBit started with a simple goal: make game behavior easier to build, inspect, and change. Its systems are modular by design, so the same foundation can support a brawler, a new genre, or the next idea.
Movement stays deliberate. States own behavior. Feedback makes actions legible. The editor remains part of the creative process.
Kinematic movement keeps character control direct, predictable, and tunable.
Switchable states let characters and scenes change behavior without becoming monoliths.
Expose hooks, controls, and configuration in the editor, where iteration happens.
Animation, perception, and feedback connect to gameplay as modular systems.
Characters are assembled from focused systems. States define what happens next. Shared services connect play to the larger game.
The Character Builder brings together the parts that give a character capability and identity.
Character, mental, emotional, and scene states keep logic focused and runtime-switchable.
Core systems link moment-to-moment control with the larger rhythm of a game.
Movement, perception, animation routing, and character states.
TB_CharacterController ↗Composable moves, hit reactions, health, and feedback dispatch.
TB_State ↗Mapped input and camera framing connect the player to the action.
TB_InputManager ↗Scene states and wave spawning shape the flow of an encounter.
TB_SpawnerWaveState ↗
BUILT WITH TYTEBITTyteBit’s modular foundation is being put to work in a stylized 2.5D beat ’em up. The project brings character assembly, combat states, scene direction, and editor-authored systems into a playable world.
MAKE THE SYSTEM SERVE THE PLAY.