Kinbound

Kinbound Wiki

Welcome to the Kinbound project documentation! This wiki serves as the comprehensive guide for understanding, developing, and maintaining the third-person multiplayer roguelike built with Unreal Engine 5.

📋 Project Overview

Kinbound is a third-person multiplayer roguelike developed by NoobsGaming using Unreal Engine 5.x. The project follows a hybrid C++/Blueprint architecture with server-authoritative multiplayer and data-driven design principles.

Key Information

  • Genre: Third-Person Multiplayer Roguelike
  • Engine: Unreal Engine 5.x
  • Language: C++ with Blueprint integration
  • Company: NoobsGaming

🧭 Design


🏗️ Architecture

Core Patterns

Technical Guides


🎮 Gameplay Systems

Pre-Game Systems

  • Lobby System - Multiplayer pre-game coordination and ready-up

Character Systems

Progression Systems

AI & Spawning

  • Enemy AI - Behavior Trees and AI controllers
  • Wave Spawning - GameState-driven wave management
  • Game Mode - Level progression and game state management

Level Systems


🌐 Networking

Core Concepts

System-Specific Networking


🛠️ Development

Getting Started

Implementation Guides

Troubleshooting


📚 Reference

API Documentation

Quick References


🏛️ Current Implementation Status

Implemented Systems

  • Lobby System - Multiplayer pre-game lobby with ready-up
  • Core Character System - Movement, health, input handling
  • Combat System - Melee attacks, damage application, server validation
  • Interaction System - Object interaction with UI prompts
  • Perk System - Temporary abilities with data-driven configuration
  • Enemy AI - Behavior trees, pathfinding, attack logic
  • Wave Spawning - GameState-driven wave orchestration
  • Game Mode - Level management and global event coordination
  • Game State - Centralized wave management and enemy tracking
  • Stat Management - Gameplay Tags-based attribute system
  • Weapon System - Data-driven weapon configuration with randomized stats
  • Inventory System - Weapon management and swapping
  • Health Component - Centralized damage handling and death logic
  • Safe Room System - Protected areas with wave-responsive doors
  • Teleporter System - Fast-travel between station areas

🚧 In Development

  • Ranged Combat - Projectile-based weapons with ammo management
  • Enhanced UI - Comprehensive gameplay feedback systems

📋 Planned Features

  • Enhanced Weapons - More weapon types and attack patterns
  • Advanced AI - Boss enemies and advanced behaviors
  • Persistent Progression - Shop system for permanent upgrades
  • Loot Systems - Equipment drops and rarity systems
  • Environmental Systems - Interactive level elements and hazards

🤝 Contributing

This wiki is a living document that should be updated as the project evolves. When adding new systems or modifying existing ones:

  1. Update relevant documentation - Keep guides current with implementation
  2. Add new pages - Document new systems thoroughly
  3. Cross-reference - Link related concepts and systems
  4. Follow conventions - Maintain consistent formatting and style

Persona Guidelines

All documentation follows the Senior Unreal Engine Programmer persona:

  • Direct and technical - Focus on implementation details
  • Architecturally focused - Emphasize design patterns and best practices
  • Multiplayer-aware - Always consider networking implications
  • Performance-conscious - Note optimization considerations

📞 Getting Help


Last Updated: November 18, 2025
Kinbound Wiki v1.2 - NoobsGaming