Wayfarer Devlog

Bulletfury Goes Open Source

19 Feb 2026

Bulletfury Goes Open Source

Hello again! Post #2 hot off the heels of the first - Bulletfury is now open source!

Version 2 is fully working, and it is currently being used in Polyfury: Definitive Edition to great effect (thanks Hermit Cat!).

There are lots of really cool changes from V1, too. Here's a brief summary:

  • Works with Unity's collisions. That means no more custom collider components.
  • Scene view preview, like particle systems.
  • Improved performance (read: no more memory leak lol).
  • In depth module system for deep customization. This is my favorite thing really; it's so easy to add new spawner and bullet behaviors.
  • Massive overhaul of the editor interface. It looks pretty cool.
  • Performance hints: if you are using modules that impact performance (for example, the "track object" module calculates the direction to an object for every bullet every frame), you'll get a little indicator and explanation.

V2 is a significant step up. I've learned a lot by releasing a full game using my own tool, and the core engine is now completely free and open source.

You can grab the open source repo here: github.com/WayfarerGames/bulletfury.

There is an asterisk there, though: I've put a lot of time and effort into this, so I've separated some more interesting modules into the paid asset store version. Here's what that version has:

  • Object tracking for homing missiles.
  • Bouncing bullets (a commonly requested feature!).
  • Same-device deterministic mode with replays and rewinding!
    • N.B. this isn't guaranteed cross-device deterministic, so you can't use it for shared replays or online multiplayer unfortunately. I would love that, but it is so much work.
  • Aimed bullets with aim prediction.
  • Sub spawners for bomb bullets.
  • Sin waves so you can wobble your bullets.
  • Force over time so you can apply extra forces.
  • Spawn from transform so you can change where your bullets initially spawn from.

More will be added over time to the premium version, and this is a free upgrade for anyone who has bought V1.

If you can't afford the £15 price tag, though, I've made all of this solely through the module system - so you can probably write it yourself!