Cloned Games

Sonic Runners (2015) Decompilation

HaltedPlayableWindowsLinuxOSXAndroidiOS

Based on Sonic Runners

About

Sonic Runners was a 2015 free-to-play endless runner for Android and iOS, developed by Sonic Team as its first Sonic game made exclusively for smartphones, in which players controlled a forward-running character's jumps via the touchscreen across a wide roster of Sonic-series characters. Sonic Runners (2015) Decompilation is a largely faithful decompilation of the final release (version 2.0.3) of the mobile game Sonic Runners, built in Unity and originally sourced from the Android build, though it can target any Unity-supported platform. Building it requires the original CriWare Unity SDK and NGUI plugins, compiling under Unity 4.6.9, and a Unity Pro license for full functionality.

How it differs from the original

Compared to the original live-service game, several online integrations have been removed for quality-of-life reasons, including Facebook, Google Play Games, and Sega's Noah ad service integration. It can also load its level and character content locally, via a companion AssetBundles decompilation project and a built-in development mode, rather than only pulling content from Sega's original servers as the live game did.

Getting started

Running it requires supplying the CriWare Unity SDK and NGUI plugins yourself (both available on the Unity Asset Store) and compiling with Unity 4.6.9, ideally under a Unity Pro license; a companion AssetBundles project plus the built-in local-loading development mode lets it run without contacting Sega's original servers.

History

It was decompiled by MattKC with help from Ramen2X, building alongside a separate reimplementation of the original Sonic Runners server by fluofoxxo, with open-source preparation handled by _F121_.

Known limitations

  • compatibility: AssetBundles compiled for Android and iOS will not function correctly on Windows/Mac/Linux.
  • platform: Requires Unity 4.6.9 and Unity Pro mode for full functionality; later versions cause compatibility issues.

Additional notes

Build note
Building a complete offline copy by keeping all AssetBundle scenes included is possible but produces a very large build that can't receive new content without being rebuilt and redistributed.
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