As a game dev, I'm starting to feel like ECS isn't the right paradigm. Seeing this 700 nodes graph with all the dependencies screams technical debt and domino effect (changing one small system would impact a lot of other ones). Not sure if there's anything better right now, but seeing everyone copy what Unity did feels like there isn't a ton of innovation in how to build gameplay systems. Lots of engines are being ma…
700 nodes with random interdependencies is better than 700000 objects with random interdependencies though ;) PS: I'm kinda surprised that a shipped Unity game contains that much human-readable information for reverse engineering. Is there no symbol stripping in .NET?
I'm pretty sure Colossal Order (the developers of the game) purposefully makes the game easier to decompile (or at least doesn't employ methods to make it harder) as modding is a large part of the game's community. They want it to be easy to mod.