Converge is a small puzzle game built in Unreal Engine 5.8 (C++): blocks drift in from four directions toward a central cluster. Select a block and steer it in to grow the cluster, without colliding with loose blocks or drifting off the edge of the playfield.
Converge was previously a Unity3D project named "4blocks"; this repository now contains a fresh Unreal Engine C++ project built around the same core mechanic.
Tap a loose block to select it. Tap one of the four on-screen directional buttons to move the selected block one step in that direction, or to rotate it if that direction is opposite the direction it's currently drifting.
Converge targets iOS only. There is no desktop or browser build.
Prerequisites:
- Unreal Engine 5.8 (Epic Games Launcher or source build)
- Xcode, for the iOS toolchain and to run/debug on a device or the iOS Simulator
- Access to the Convergic, LLC Apple Developer team in Xcode, to sign device builds
From the repository root (adjust the engine path if Unreal Engine 5.8 is installed
somewhere other than /Users/Shared/Epic Games/UE_5.8):
"/Users/Shared/Epic Games/UE_5.8/Engine/Build/BatchFiles/Mac/Build.sh" Converge IOS Development -project="$(pwd)/Converge.uproject" -waitmutexIf a previous iOS build left a stale Intermediate/ProjectFilesIOS/ around and signing
or bundle config was since changed, clear it first:
rm -rf Intermediate Binaries Saved"/Users/Shared/Epic Games/UE_5.8/Engine/Build/BatchFiles/Mac/Build.sh" ConvergeEditor Mac Development -project="$(pwd)/Converge.uproject" -waitmutex"/Users/Shared/Epic Games/UE_5.8/Engine/Binaries/Mac/UnrealEditor-Cmd" "$(pwd)/Converge.uproject" -ExecCmds="Automation RunTests Converge;Quit" -unattended -nopause -nullrhi -log
grep "Test Completed\|TEST COMPLETE" "$HOME/Library/Logs/Unreal Engine/ConvergeEditor/Converge.log"The app is registered in App Store Connect as io.convergic.converge, signed under the
Convergic, LLC team. Submitting an actual build (archiving, TestFlight, App Store
review) is a separate follow-up once there's a build worth shipping.
All visuals are placeholder (engine-default cube meshes). Improving the art is a follow-up once the iOS build is confirmed working end to end.