A complete systems teardown of a Unity bullet-hell shoot-'em-up wrapped in a deep gacha-RPG. Reconstructed from 270 decrypted config tables and a 900k-line IL2CPP dump.
What is this game
Wing Fighter is a vertical-scrolling bullet-hell shoot-'em-up. You pilot a single fighter that auto-fires upward while you drag to dodge dense enemy bullet patterns, clearing waves of enemies and bosses across 284 campaign stages.
But the shooting is only the delivery mechanism. Wrapped around it is a full collect-and-upgrade RPG: you gacha for fighters, crew "Aviators", Mech Spirits, Sentinels and Drones; you level and star them; you slot weapon modules, gems and chips; you upgrade an engine and a home Mothership; and you grind a dozen side modes for the materials that feed all of it. Nearly every one of those systems has a paid shortcut.
It's built in Unity and shipped as IL2CPP, with all game-balance data stored in XOR-encrypted config tables inside the asset bundle. This documentation decrypts and reconstructs those tables to explain, with real numbers, exactly how each system works.
The manual
Notable
The client ships art and units for two major licensed collaborations, confirming the game's scale and marketing budget:
These are packed as standalone units in the same rarity and gacha framework as the base roster.
How this was made
Config tables were decrypted with the 16-byte XOR key found in the client, cross-referenced against the English localization file (8,500 strings) and the item/type lookup so every internal id resolves to a human name. See Data & Appendix for the raw dataset.