
Until We're Beat is a twin-stick "survivors-like," a horde shooter in the vein of Vampire Survivors, where you move and auto-aim through waves of escalating enemies, collect experience, and pick a new weapon or upgrade every time you level up. The twist is that combat is rhythm-synchronized: weapon fire, enemy attacks, and damage-over-time effects all lock to the beat of the music, and the game's simulation speed itself tracks the current BPM, so a run's intensity and its soundtrack are literally the same clock. It's built solo on Unity's Entities (DOTS) framework, with a strict split between the ECS simulation layer and a MonoBehaviour presentation layer that only ever reads from it. The project is data-driven throughout (weapons, enemies, biomes, and items are all authored as swappable config assets rather than hardcoded) and supports mobile touch controls alongside keyboard/mouse and gamepad.