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title: The Architecture Behind Roombattle&#x27;s DLC Content Loader
description: An indie game team building Roombattle (a multiplayer party game launching on Steam) solved the challenge of scalable DLC content management in Unity by...
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# The Architecture Behind Roombattle's DLC Content Loader

**[git-amend](https://daily.dev/sources/git-amend)** · 8 min read · 0 upvotes · 0 comments

## Summary

An indie game team building Roombattle (a multiplayer party game launching on Steam) solved the challenge of scalable DLC content management in Unity by treating all content as data. Their system uses a central Global Config DB, tag-based Unity Addressables loading, and ScriptableObjects to represent content definitions. A generic ContentLoader base class loads all assets matching a given addressables label rather than hard-coding references, making it trivial to add new cosmetics, maps, or DLC without touching game logic. Content IDs double as progression/unlock keys, and runtime flags allow toggling content availability without code changes. The core principle: separate content from code — let code define behavior, let data define what exists.

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Tags: [#game-development](https://daily.dev/tags/game-development), [#unity](https://daily.dev/tags/unity)

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