51 packages, grouped by the layer each one sits in. Anything in a layer may depend on its own layer or the ones beneath it, never above.
8 packages
Depends on nothing. Everything else is built on these.
com.zoa.combat
One damage payload and one receiver interface that every weapon, projectile, and hitbox flows through.
com.zoa.common
The shared UI primitives more than one package needs, plus the arbitration that stops HUDs fighting over the screen.
com.zoa.diagnostics.contracts
Two types, no dependencies, so any package can publish a debug tab without depending on Nucleon.
com.zoa.foundation
Stable ids, the definition database, grid geometry, pooling, and the diagnostics gate every other package compiles against.
com.zoa.messaging
The publish/subscribe bus and service registry every other package talks through.
com.zoa.networking.abstractions
Dependency-free networking contracts: protocol DTOs, session policy, adapter seams, and the backend support matrix.
com.zoa.stats
Stat identifiers, modifiers, and the evaluation rule every gameplay package agrees on.
com.zoa.ui.theming
The design-token contract every ZOA surface renders through, owned by nobody and importable from anywhere.
10 packages
The systems most projects integrate directly.
com.zoa.armory
Fire modes, delivery, ballistics, recoil, heat, and reload: the machinery that makes a weapon operate.
com.zoa.equipment
Equipment slots modelled as inventories, plus the runtime UI, drag-and-drop, theming, and control centre that make the whole item stack playable.
com.zoa.foundry
The umbrella you install. One manifest that pulls in the platform, plus the tooling that keeps its boundaries honest.
com.zoa.gameplay
Seeds, levels, modes, and the spawn and session services that turn an empty scene into a playable session.
com.zoa.input
Layered action-map contexts with real arbitration, so opening a menu over a moving player does the right thing.
com.zoa.interaction
Verb-based interaction contracts, world prop state, and the pickup spine the whole product shares.
com.zoa.inventory
Engine-free item and container models with spatial grid placement, stacking, reservations, and rule-based acceptance.
com.zoa.nucleon
The player: composition, perception, movement modules, survival attributes, per-limb damage, and the authoring stack that builds it all.
com.zoa.persistence
One save file, sections owned by packages, per-section schema versions, and a migration chain that refuses to guess.
com.zoa.weaponmodding
Weapon and attachment definitions, a mount-point graph, and the tooling that rigs a raw FBX into both.
12 packages
Opt-in gameplay systems composed from core.
com.zoa.abilities
A phase machine for activated abilities: cast, active, recovery, cooldown, with charges, costs and cancellation.
com.zoa.ai
Definition-driven behaviour trees, batched perception, and tactical services for autonomous agents.
com.zoa.animation
A definition-driven layer between gameplay events and animator controllers, plus tag-based clip resolution.
com.zoa.conditions
Status effects with explicit duration and stacking policy, feeding the shared stat-modifier pipeline.
com.zoa.crafting
Recipes, stations, and a validate-before-you-consume engine that reaches inventory and skills only through adapters.
com.zoa.economy
Currencies, vendor stock, pricing, and barter: the commerce half of the ledger story.
com.zoa.entityrig
One archetype composes what an entity looks like, moves like, sounds like, and how it transitions.
com.zoa.loot
Weighted tables, affix pools, containers, and the one interactable that covers both AAA loot idioms.
com.zoa.objectives
Missions, per-entity objective progress, authored triggers that arm themselves, and rewards.
com.zoa.progression
Skills that level on XP, perks gated by prerequisites, traits and unlocks, all feeding the stat pipeline.
com.zoa.quantities
One named ledger for every long-typed value a game tracks: renown, reputation, karma, insight, notoriety.
com.zoa.terrain
Deterministic procedural terrain that stamps the tactical anchors the AI reads.
10 packages
Rendering, interface, audio, and effects.
com.zoa.audio
One runtime audio player per rig: state-tag matching, hierarchical event-id fallback, and pooled sources per mixer bus.
com.zoa.crosshair
Reticles painted from code: an archetype builds strokes, the view stamps them, the definition decides which archetype runs.
com.zoa.feedback
One gameplay event in, many presentation channels out, with the routing held in data rather than in code.
com.zoa.frontend
Everything the player sees outside gameplay: main menu, pause menu, options, save and load, and the scene flow between them.
com.zoa.localization
Runtime string resolution with composed tables, fallback chains, translator exchange, and build-gate validation.
com.zoa.minimap
Tag a GameObject, and it appears on the minimap, the compass and the world map without anyone wiring anything.
com.zoa.rendering.core
Pipeline-neutral rendering contracts and the adapter registry that URP and HDRP plug into.
com.zoa.rendering.hdrp
The High Definition Render Pipeline adapter, with preview contexts, mapping validation, and a documented URP-to-HDRP delta list.
com.zoa.rendering.urp
The Universal Render Pipeline adapter: semantic ids resolved to URP shaders, prefabs, and post-exposure.
com.zoa.vfx
Surface-aware impact response: one Spawn call resolves what was hit and pulls the right decal, particle, and audio cue from the pool.
4 packages
Networking, persistence, and platform services.
com.zoa.modkit
Export a mod, sign it with RSA, and refuse to load one that fails your sandbox policy.
com.zoa.networking
Backend-agnostic replication, ownership, prediction, and session authority, with FishNet as the one supported transport.
com.zoa.platform
One provider-neutral surface for auth, profiles, achievements, leaderboards, stats, friends, cloud saves, inventory, Workshop, DLC, overlay, and lobbies.
com.zoa.platform.steam
The Steam provider for the ZOA Platform API, behind a bridge that degrades cleanly when Steamworks.NET is absent.
7 packages
Editor surfaces, diagnostics, content, and tests.
com.zoa.content
Pack manifests, Addressables conventions, and the browser that installs a whole genre in one click.
com.zoa.demo
Five tiered scenes that build a playable game one system at a time, generated from source.
com.zoa.diagnostics
Static scanners that police the package graph, runtime probes that watch the frame, and one switch that strips both from a release build.
com.zoa.extensions
One contract and one browser for every third-party package the stack can talk to.
com.zoa.localization.authoring
The optional Workbench surfaces for localization production: table wizard, key browser, coverage report, and source extraction review.
com.zoa.testkit
Deterministic fixtures, golden-data comparison, scenario runs, and a detector for the tests that lie to you.
com.zoa.workbench
The editor shell every ZOA package hangs its authoring surface on.