Tech stack.

The engine, code, creative tools, licensed assets, AI services, and real cash cost behind The Black Relay.

Cost to date

$416

One-time assets

$180

Current tool run rate

$236/ mo

Project cost ledger.

Every known project-specific charge is listed here. Tools without a recorded cost stay visible instead of quietly disappearing from the total.

POLYGON — Military Pack

One-time

$150

Characters, weapons, props, and prototype environment

The current low-poly military baseline from Synty Studios.

In use

Compass Navigator Pro

One-time

$30

HUD compass and map

Useful for the prototype, but planned to be replaced by a project-owned system.

Replace

Codex

Monthly

$200/mo

Engineering, testing, documentation, and site development

The primary AI development subscription used across the project.

Active

ElevenLabs

Monthly

$6/mo

Generated sound effects

Used selectively alongside real and CC0 sound libraries.

Active

Meshy.ai

Monthly

$10/mo

Generated 3D references and mesh experiments

Outputs are references or temporary experiments, not the canonical asset source.

Reference

Tripo

Monthly

$20/mo

Generated 3D references and voxel experiments

Used as a separate reference lane before useful directions are rebuilt as project-owned source assets.

Reference

Unity + web infrastructure

Plan-based

No project cost recorded

Game engine, source hosting, and website hosting

No separate project-specific charge has been logged for Unity, GitHub, or Vercel.

Active

CC0 sound libraries

Public domain

$0

Weapons, impacts, footsteps, reloads, and machine audio

Sources and provenance remain documented even when attribution is not required.

In use

What the project runs on.

The stack is intentionally practical: prove the game with a strong prototype, keep source assets editable, and replace temporary dependencies only when the game earns the work.

01

Game runtime

The playable prototype and the systems underneath it.

Unity 6.5
Editor 6000.5.1f1. The engine for the offline third-person PvPvE prototype.
C#
Gameplay, AI, inventory, combat, relay objectives, tools, and editor automation.
Universal Render Pipeline
URP 17.5 for the low-poly battlefield, fog, lighting, and thermal sensor work.
Input System + uGUI
Player controls, interactions, menus, tactical HUD, inventory, and deployment screens.
AI Navigation / NavMesh
Runtime navigation for companions, hostile soldiers, patrols, and the current Skirmish map.
Shader Graph + Timeline
Rendering experiments, presentation sequences, and bounded cinematic timing.
Unity Test Framework
EditMode and project-level regression coverage for the growing gameplay shell.

02

Art and animation

A practical mix of licensed packs, hand-authored assets, and AI-assisted references.

Synty POLYGON Military
The active character, weapon, prop, and airfield baseline while the original art direction matures.
MagicaVoxel
The canonical hand-editable source for new voxel assets owned by the project.
Mixamo + Mecanim
Humanoid locomotion, weapon, ladder, carry, and interaction animation retargeting.
Meshy.ai
Fast mesh concept and silhouette experiments. Useful references, not final source assets by default.
Tripo
A separate generated 3D and voxel experiment lane. Promising references are rebuilt into project-owned source assets.
Blender + Blockbench
Blender handles bridge and cleanup work; Blockbench remains available for legacy .bbmodel assets.
glTFast
Unity-side glTF support for generated and converted 3D asset experiments.

03

Sound

Generated effects where they help, grounded recordings where they matter.

ElevenLabs
Generated sound effects for rapid prototyping and filling narrowly scoped gaps.
CC0 libraries
OpenGameArt, Freesound, and Kenney sources for firearms, reloads, impacts, footsteps, and sci-fi effects.
Unity Audio
Project-owned mixer groups and profiles for weapons, ambience, machines, UI, and distance treatment.

04

Website

A small, fast marketing site with no CMS or heavy content platform.

Next.js 16 + React 19
App Router pages, reusable React components, metadata, images, and static-first content.
TypeScript
Typed content and components across the public site.
Tailwind CSS 4
Responsive layout and the military-terminal visual system, supported by a small amount of custom CSS.
Vercel
Deployment and hosting for theblackrelay.com.
Git + GitHub
Version control, feature branches, reviewable changes, and the source history for both game and site.

05

Development workflow

AI-assisted development with the project decisions kept in the repository.

Codex
Code, tests, debugging, Unity editor tooling, research, documentation, and site implementation.
Unity AI Assistant
Installed as an experimental Unity package, not treated as the project source of truth.
Repo-owned documentation
Source-of-truth, art direction, architecture, roadmap, decision log, and asset-pipeline documents.
Local-first verification
Focused automated checks plus real Unity Play Mode and browser review before a slice is considered done.

Built in public. Updated as the stack changes.

This ledger reflects the tools and costs known on July 28, 2026. Replaced assets stay in the history; new costs get added when they are actually incurred.

Last updated // 2026.07.28