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Producerclaude-opus-5-5 · Today 8:02 AM · 5 changesDONE
8:00:12 AMwrite+6 −2
8:00:31 AMwrite+4 −1
8:01:05 AMlaunchedSESSIONPlaytest sessionsession_launchNo undo
8:01:48 AMmovedWORLDSpawnPad_03back inside the arena boundsAuto
8:02:10 AMsavedMEMORYKnown issuesmemory_saveAuto
Verse Coderclaude-opus-5-5 · Today 9:14 AM · 5 changesDONE
9:12:40 AMwrite+142
9:13:02 AMwrite+57
9:13:20 AMscaffoldedPLUGINRoguelike Designerplugin_scaffoldAuto
9:13:51 AMwiredVERSEStats_Controllerset EnemyTableAuto
9:14:16 AMpushedUEFNVerse builduefn_pushNo undo
Encounter AIclaude-opus-5-5 · Today 10:41 AM · 5 changesDONE
10:38:09 AMwrite+96 −4
10:39:15 AMwrite+31
10:39:58 AMplacedWORLDArena_Finalarena_layoutAuto
10:40:33 AMwiredVERSEBoneKing_Controllerset PhaseTriggersAuto
10:41:02 AMmovedWORLDAdds_Spawner_Edgeenemy_spawnAuto
Loot Tablesclaude-opus-5-5 · Today 11:20 AM · 5 changesDONE
11:17:44 AMwrite+18 −9
11:18:20 AMwrite+27
11:18:51 AMsetDATAbasic_chestrare weight 0.08 → 0.12Auto
11:19:30 AMsetDATAelite_droprare weight 0.08 → 0.12Auto
11:20:05 AMranTESTsim_runs200 runs · 0.52 rares per runNo undo
Level Designerclaude-opus-5-5 · Yesterday 11:42 PM · 13 changesDONE
Verse Coderclaude-opus-5-5 · Yesterday 9:05 PM · 2 changesDONE
YouYesterday 5:03 PM · 46 changesDONE
Set up
Verify
Every day at 8am
08:00 · every day
Call tool
session_launch
Call tool
playtest_fix
Call tool
memory_save
Call tool
report_send
Set up
Verify
Chat input
Starts from a chat message
Call tool
plugin_scaffold
Call tool
stats_schema
Call tool
verse_bindings
Call tool
uefn_push
Set up
Verify
Manual
Run from a prompt or the editor
Call tool
arena_layout
Call tool
boss_phases
Call tool
enemy_spawn
Call tool
smoke_playtest
Set up
Verify
Manual
Run from a prompt or the editor
Call tool
loot_autoplay
Call tool
loot_table_state
Call tool
loot_list_tables
Call tool
loot_drop_check
Verse/Shop/shop_hud_device.verse
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/UI }

Message<localizes>(String:string):message = External[String]

GetSkuDisplayName(Index:int):string=
    if (Index = 0):
        return "Starter Pack"
    "Item " + ToString(Index)

shop_hud_player_state := class:
    var Canvas : ui_canvas = ui_canvas{}
    var CurrencyText : text_block = text_block{}
    var FeedbackText : text_block = text_block{}
    var RowTexts : []text_block = array{}

shop_hud_device := class(creative_device):
    @editable EconomyShop : economy_shop_device = economy_shop_device{}
    var PlayerStates : [agent]shop_hud_player_state = map{}

    OnBegin<override>()<suspends>:void=
        for (ExistingPlayer : GetPlayspace().GetPlayers()):
            ShowFor(ExistingPlayer)

    OnPlayerJoined(Agent:agent):void=
        ShowFor(Agent)

    OnPlayerLeft(Agent:agent):void=
        RemoveFor(Agent)

    ShowFor(Agent:agent):void=
        if (Player := player[Agent], PlayerUI := GetPlayerUI[Player]):
            NewState := BuildState()
            set PlayerStates[Agent] = NewState
            PlayerUI.AddWidget(NewState.Canvas)

    RemoveFor(Agent:agent):void=
        if (Player := player[Agent], PlayerUI := GetPlayerUI[Player], OldState := PlayerStates[Agent]):
            PlayerUI.RemoveWidget(OldState.Canvas)
            var NewMap : [agent]shop_hud_player_state = map{}
            for (A -> S : PlayerStates, A <> Agent):
                set NewMap[A] = S
            set PlayerStates = NewMap

    BuildState()<transacts>:shop_hud_player_state=
        NewCurrencyText := text_block{}
        NewFeedbackText := text_block{}
        NewRowTexts : []text_block = array{}
        NewCanvas := ui_canvas{}
        shop_hud_player_state:
            Canvas := NewCanvas
            CurrencyText := NewCurrencyText
            FeedbackText := NewFeedbackText
            RowTexts := NewRowTexts

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v1.0.53120 installs

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v1.0.3133 installs

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v1.0.3010 installs

Cursor

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v1.0.33116 installs

Discord

DuckyOS Store

v1.1.1810 installs

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DuckyOS Store

v1.0.208 installs

ElevenLabs Voices

DuckyOS Store

v1.0.121 installs

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v1.2.49 installs

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DuckyOS Store

v1.0.2122 installs

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DuckyOS Store

v1.0.3139 installs

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v1.0.164 installs

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v1.0.1010 installs

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Light

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UEFN Materials

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Meshy

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MetaHuman

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v1.0.2130 installs

UEFN Modeling

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UEFN NPC AI & Enemies

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Ollama

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v1.0.4529 installs

OpenAI

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v1.0.47122 installs

Pipe

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v1.0.143 installs

ROBLOX MCP

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v1.0.45 installs

Roguelike Game Design Platform

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UEFN Scene Graph

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v1.0.3948 installs

SpaceXAI

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v1.2.513 installs

Store Test Plugin

DuckyOS Store

v1.0.70 installs

3D AI Studio

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v1.0.1613 installs

UEFN Testing

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v1.0.2442 installs

Translation

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TypeSafe

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v1.0.28 installs

UAsset Preview

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v1.0.49 installs

UEFN

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Roguelike DesignerCustom plugin · v0.3.1
Game data
+ New section
Built with the UEFN Ducky plugin SDK
Enemies entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Health
Avg Damage
Avg Armor
NameType Health Damage Armor Speed Crit % XP Gold
Bosses entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Health
Avg Phases
Avg Damage
NameBiome Health Phases Damage Enrage % Adds XP
NPCs entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Health
Avg Friendship
Avg Shop slots
NameRole Health Friendship Shop slots Quests Respawn s
Player classes entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Health
Avg Mana
Avg Damage
NameStyle Health Mana Damage Armor Speed Crit %
Abilities entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Mana
Avg Cooldown s
Avg Damage
NameClass Mana Cooldown s Damage Radius m Duration s Unlock lvl
Status effects entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Duration s
Avg Tick dmg
Avg Slow %
NameKind Duration s Tick dmg Slow % Max stacks
Items entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Damage
Avg Durability
Avg Weight
NameType Damage Durability Weight Tier Drop % Price
Loot tables entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Common %
Avg Rare %
Avg Epic %
NameSource Common % Rare % Epic % Legend % Rolls Pity after
Waves entries · click − / + to tuneSynced to UEFN+ Add
Entries
Avg Enemies
Avg Elites
Avg Spawn delay s
NameBiome Enemies Elites Spawn delay s Gold Boss
SkeletonMelee
ArcherRanged
SlimeSwarm
BruteTank
WraithCaster
MimicAmbush
Bone KingCrypt
Swamp HagMarsh
Iron GolemForge
BlacksmithVendor
HealerSupport
Quest GiverStory
MerchantVendor
Guard CaptainAlly
KnightTank
RogueBurst
MageCaster
RangerRanged
Shield BashKnight
Shadow StepRogue
FireballMage
VolleyRanger
Frost NovaMage
BurnDoT
PoisonDoT
ChillControl
StunControl
BleedDoT
Iron SwordWeapon
Fire StaffWeapon
Health PotionConsumable
Speed BootsGear
Tower ShieldGear
Basic chestChest
Elite dropEnemy
Boss chestBoss
Wave 1Crypt
Wave 2Crypt
Wave 3Marsh
Wave 4Marsh
Wave 5Forge
SkeletonMelee
ArcherRanged
SlimeSwarm
BruteTank
WraithCaster
MimicAmbush
Bone KingCrypt
Swamp HagMarsh
Iron GolemForge
BlacksmithVendor
HealerSupport
Quest GiverStory
MerchantVendor
Guard CaptainAlly
KnightTank
RogueBurst
MageCaster
RangerRanged
Shield BashKnight
Shadow StepRogue
FireballMage
VolleyRanger
Frost NovaMage
BurnDoT
PoisonDoT
ChillControl
StunControl
BleedDoT
Iron SwordWeapon
Fire StaffWeapon
Health PotionConsumable
Speed BootsGear
Tower ShieldGear
Basic chestChest
Elite dropEnemy
Boss chestBoss
Wave 1Crypt
Wave 2Crypt
Wave 3Marsh
Wave 4Marsh
Wave 5Forge
Health
Damage
Armor
Speed
Crit %
XP
Gold
Health
Phases
Damage
Enrage %
Adds
XP
Health
Friendship
Shop slots
Quests
Respawn s
Health
Mana
Damage
Armor
Speed
Crit %
Mana
Cooldown s
Damage
Radius m
Duration s
Unlock lvl
Duration s
Tick dmg
Slow %
Max stacks
Damage
Durability
Weight
Tier
Drop %
Price
Common %
Rare %
Epic %
Legend %
Rolls
Pity after
Enemies
Elites
Spawn delay s
Gold
Boss
Pushed to UEFN (demo)
Producer
Verse Coder
Encounter AI
Loot Tables
Every day at 8am, once the servers are up, launch a session and playtest the game. Fix any issues you find, retest, save what you learned to memory, then send me a report.
Producer

Built a workflow that waits for the servers, then runs session_launch at 8:00 every morning.

The first playtest found a spawn pad that drops players out of bounds. I fixed it and retested.

The retest is clean. I saved the fix to memory and sent you the morning report.

Daily 8am playtest ready

I saved Daily 8am playtest as a reusable workflow. It launches a session, playtests, fixes and retests, then reports back with report_send .

What it does
  • Launch: starts a session at 8am once the servers are up.
  • Playtest: plays the game, then fixes and retests any issues.
  • Memory: saves what it learned so it can skip known problems next time.
  • Report: messages you a summary of what it found and fixed.
Create a plugin that manages my roguelike’s stats: enemies, health, damage and loot. Give me a table I can tweak, then push the values to UEFN.
Verse Coder

Scaffolded a plugin called Roguelike Designer with sections for enemies, items and loot.

The stats need to reach UEFN. I’ll generate Verse bindings so every value syncs to your devices.

The plugin opens in its own tab, and changes sync to UEFN when you press Push.

Roguelike Designer plugin built

I built Roguelike Designer with 9 editable sections and live stats. Values sync through verse_bindings .

What’s in the plugin
  • Sections: enemies, bosses, NPCs, classes, abilities, effects, items, loot and waves.
  • Editing: − / + on every stat, with live averages.
  • Sync: push changes straight to your UEFN devices.
  • Share: publish it to the Store or keep it private.
Design a three-phase boss for the final room. Add minions in phase two and an enrage at 30% health, then playtest it.
Encounter AI

Arena layout is in. I’m splitting the fight into phases on boss_phases .

Phase 2 adds spawn too close to players. I’ll move the spawners to the arena edge.

All three phases trigger in order and the enrage starts at 30% health. Saving the encounter notes.

Boss encounter ready

I built BoneKing with three phases and an enrage at 30% health. Every phase was tested with smoke_playtest .

What’s in the fight
  • Phase 1: shield up; players break 4 pillars to expose him.
  • Phase 2: adds spawn from the arena edge every 12 seconds.
  • Phase 3: enrage at 30%: faster slams and a shrinking arena.
  • Tests: 10 runs, average fight length 4 min 20 s.
Rebalance loot so rares drop about once every two runs. Add a pity timer for unlucky streaks and test it over 200 runs.
Loot Tables

Read all four loot tables. I’m raising the rare weight on basic_chest .

Rares still drop too rarely in short runs. I’ll add a pity timer after 10 chests.

Rares now drop about once every two runs. Handing off to Smoke Tester for a final check.

Loot rebalanced

I updated loot_tables so rares drop about once every two runs, with a pity timer for unlucky streaks. Checked with sim_runs .

What changed
  • Rare weight: 0.08 → 0.12 on basic and elite chests.
  • Pity timer: a guaranteed rare after 10 chests without one.
  • Boss chests: unchanged, still one epic or better.
  • Tests: 200 simulated runs: 0.52 rares per run.
Producer
Verse Coder
Encounter AI
Loot Tables
Every day at 8am, once the servers are up, launch a session and playtest the game. Fix any issues you find, retest, save what you learned to memory, then send me a report.
Producer

Built a workflow that waits for the servers, then runs session_launch at 8:00 every morning.

The first playtest found a spawn pad that drops players out of bounds. I fixed it and retested.

The retest is clean. I saved the fix to memory and sent you the morning report.

Daily 8am playtest ready

I saved Daily 8am playtest as a reusable workflow. It launches a session, playtests, fixes and retests, then reports back with report_send .

What it does
  • Launch: starts a session at 8am once the servers are up.
  • Playtest: plays the game, then fixes and retests any issues.
  • Memory: saves what it learned so it can skip known problems next time.
  • Report: messages you a summary of what it found and fixed.
Create a plugin that manages my roguelike’s stats: enemies, health, damage and loot. Give me a table I can tweak, then push the values to UEFN.
Verse Coder

Scaffolded a plugin called Roguelike Designer with sections for enemies, items and loot.

The stats need to reach UEFN. I’ll generate Verse bindings so every value syncs to your devices.

The plugin opens in its own tab, and changes sync to UEFN when you press Push.

Roguelike Designer plugin built

I built Roguelike Designer with 9 editable sections and live stats. Values sync through verse_bindings .

What’s in the plugin
  • Sections: enemies, bosses, NPCs, classes, abilities, effects, items, loot and waves.
  • Editing: − / + on every stat, with live averages.
  • Sync: push changes straight to your UEFN devices.
  • Share: publish it to the Store or keep it private.
Design a three-phase boss for the final room. Add minions in phase two and an enrage at 30% health, then playtest it.
Encounter AI

Arena layout is in. I’m splitting the fight into phases on boss_phases .

Phase 2 adds spawn too close to players. I’ll move the spawners to the arena edge.

All three phases trigger in order and the enrage starts at 30% health. Saving the encounter notes.

Boss encounter ready

I built BoneKing with three phases and an enrage at 30% health. Every phase was tested with smoke_playtest .

What’s in the fight
  • Phase 1: shield up; players break 4 pillars to expose him.
  • Phase 2: adds spawn from the arena edge every 12 seconds.
  • Phase 3: enrage at 30%: faster slams and a shrinking arena.
  • Tests: 10 runs, average fight length 4 min 20 s.
Rebalance loot so rares drop about once every two runs. Add a pity timer for unlucky streaks and test it over 200 runs.
Loot Tables

Read all four loot tables. I’m raising the rare weight on basic_chest .

Rares still drop too rarely in short runs. I’ll add a pity timer after 10 chests.

Rares now drop about once every two runs. Handing off to Smoke Tester for a final check.

Loot rebalanced

I updated loot_tables so rares drop about once every two runs, with a pity timer for unlucky streaks. Checked with sim_runs .

What changed
  • Rare weight: 0.08 → 0.12 on basic and elite chests.
  • Pity timer: a guaranteed rare after 10 chests without one.
  • Boss chests: unchanged, still one epic or better.
  • Tests: 200 simulated runs: 0.52 rares per run.

UEFN Ducky

Take control of your agents.

Try
Scroll to watch it run ↓
Every day at 8am, once the servers are up, launch a session and playtest the game. Fix any issues you find, retest, save what you learned to memory, then send me a report.Create a plugin that manages my roguelike’s stats: enemies, health, damage and loot. Give me a table I can tweak, then push the values to UEFN.Design a three-phase boss for the final room. Add minions in phase two and an enrage at 30% health, then playtest it.Rebalance loot so rares drop about once every two runs. Add a pity timer for unlucky streaks and test it over 200 runs.
AI AgentsRun AI agents side by side. They build, playtest and fix your island.
LedgerEverything your AI does is tracked, 100%. Undo any change, or turn the work into a workflow and save tokens.
WorkflowsSave tokens on repeat work. Your agents create reusable workflows.
EditorUEFN Ducky is also an editor. No AI? No problem.
PluginsPlug in every model and tool you already pay for.
Your pluginsMake your own, like a roguelike designer for NPCs, health and loot.

Download UEFN Ducky

Your essential companion. Supercharge your workflow with the ultimate toolset designed for modern creators.

Download Setup 1.2.381

Compatible with Windows 10 & 11

If the app crashed or in-app Update will not run, download Setup here and reinstall. Your chats stay on disk.

Companion App

Android for your phone. iPhone is coming soon.

If in-app Update will not run, download the companion APK here.

Companion App Companion App

Latest Windows installer: v1.2.381

305 downloads