Why I choose Unity(without ECS) for a game with hundreds of On-Screen Entities

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DevLog — Why I Chose Unity (Without ECS) for a Game With Hundreds of On-Screen Entities

Anyone who’s followed my work knows I’m no stranger to Unity DOTS or ECS. I’ve built complex systems with it, understand its performance advantages, and I know when and how to use it.

But during the development of Eternal Survival, a fast-paced 2D solo game with chaotic swarms of enemies on-screen, I made a deliberate choice: I dropped ECS and went back to "regular" Unity.

Here’s why: Sometimes, the best tool isn’t the one that could perform better — it’s the one that gets you to a playable game faster.

The Project Goal: Gameplay First

The mission for Eternal Survival was clear: 2D top-down shooter, hundreds of active enemies, addictive arcade-style gameplay, solo development with fast iteration cycles.

I didn’t want a tech demo. I wanted a real, playable game. One where chaos and fun take center stage.

I Know ECS — But I Also Know When to Let Go

With ECS, I had a clean data-oriented foundation. Components were minimal. Systems were jobified. Memory layout? Efficient.

But then: Adding new features became tedious, debugging took twice the time, and everything needed a system, a job, and careful wiring.

Sure, it worked. But it also burned development time on plumbing — not gameplay.

And when you’re working solo, momentum is everything.

The Switch to Classic Unity

So I pivoted. Back to MonoBehaviours, prefabs, Update loops, coroutines — the tools I know inside and out. And in just a few days, I had a playable, fun, working game loop.

But What About Performance?

Valid question. You still need performance when spawning 300+ entities. Instead of solving performance in advance, I tackled issues as they appeared.

Key optimizations: object pooling, timed updates, squared distance checks, active area logic, optimized sprites. No ECS — but still solid FPS and stable gameplay.

Could I Have Done This in ECS?

Absolutely. But it would’ve taken a lot longer, for minimal gain at this stage.

What I Gained by Going Simple

Fast iteration, less overhead, more time on gameplay feel, a real prototype, better creative momentum — and a game that exists.

Final thought: just because you know ECS, doesn’t mean you have to use it. Especially when you’re building alone, validating an idea, or aiming for fast results.

Wishlist Eternal Survival on Steam

© Crazy Circuit Games Studio | Eternal Survival - Early Access

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