The Last Receiver

The Last Receiver — A Post-Apocalyptic Grocery RPG

One man. One scanner. No refunds.

Nate was just a receiver. A barcode scanner in one hand, inventory clipboard in the other — stocking shelves, unloading pallets, rotating dairy. He was never supposed to be the last hope of mankind. But when the world fell apart and the aisles ran dry, he remained. The Last Receiver.

In this darkly satirical, large-scale RPG, you play as Nate — the final grocery receiver in a crumbling, plague-ridden society. As civilization collapses and infected husks roam the streets, your mission is to survive, salvage, and rebuild the store that once held the world together. But this isn’t just about stocking shelves — it’s about forging order out of chaos with nothing but a hand scanner, a shopping cart, and your will to inventory.

He came to scan. He stayed to conquer.

Fight off hordes of the undead with upgraded retail tools turned weapons of war. Gather rare, post-consumer goods. Fortify your store against looters, mutants, and worse. Unlock bizarre upgrades like solar-powered freezers, defensive checkout drones, and corporate-branded exo-suits.

Every SKU scanned, every item restocked, every pallet organized — it all matters. Because in a dying world, the barcode is law.

A Full-Scale Technical Project in Unity

The Last Receiver isn’t just a game — it’s a full technical showcase built entirely in Unity, exploring the development of an ambitious, feature-rich open-world experience from the ground up. Over time, we’ll dive deep into the design and implementation of:

  • A modular crafting and upgrade system
  • Dynamic AI pathfinding and horde behavior
  • Character controllers with combat, movement, inventory weight, and stamina
  • Complex VFX and shader-driven environments
  • Customizable world-building systems using top-tier Unity asset packs
  • A robust save/load and achievement system
  • Fully animated interactions with dialogue, missions, and cutscenes
  • A scalable UI system for managing your store, quests, stats, and loot
  • Procedural events, player base-building, and long-term survival mechanics

This project is being developed as both a game and a learning journey, pushing the limits of what solo and indie developers can achieve by combining creativity, technical excellence, and off-the-wall ideas.

Welcome to a world where the price tags are faded, the shelves are bare, and the only thing between extinction and survival… is a grocery worker named Nate.


Creating our First Scanner Gun


First Look at our Inventory System


Quick Update to Refine our Cloth Sim. (adding spine collider and forward gravity)


Creating Apron Cloth Simulation


Playtest! Checking Player Character Model Progress


Texturing the Apron in Substance Painter/Setting Up Materials in Unity


UV Unwrapping the Apron


Creating Nametag Bone Simulation/Physics with MagicaCloth2 in Unity


Texturing Name Tag in Substance Painter and Setting Up Materials in Unity


UV Unwrapping the Nametag Model in Blender, Prepare for Texturing!


Gameplay Preview of New Character Set up!


Rigging and Weight Painting NameTag


Fixing the Weight Painting on our Characters Legs and Hips


Manually Rigging our new Character in Blender’s Rigify Addon


Manually Rigging the legs of our Character


Manually Rigging the Upper Body of Our Character


Adding Details to the Apron


New Character Model!


Polishing Nate’s Grocery Sign


16 – Exporting and Texturing Grocery Sign for Unity


15 – Modeling Nate’s Grocery Sign part 6


14 – Setting up Post-Apocalyptic Environment Asset


13 – Preview of setting up our Game world.


12 – Remodeling our ‘a’ for Better Topology.


11 – Billboard Modeling pt 5.


10 – Billboard Modeling pt 4.


9 – Billboard Modeling pt 3.


8 – Continue Modeling our Billboard in Blender.


7 – Fixing our logo in PhotoShop and start modeling our Store billboard sign in Blender.


6 – Using ChatGPT and photoshop to create our “Nate’s” logo and fixing our apron material.


5 – Setting up our rigged character with Invector Shooter/Melee Controller.


4 – Adding bones and rigging our Character Using Adobe Mixamo!


3 – A first look at combining our created head mesh with our body mesh.


2 – Creating our head mesh from image


1 – Our First Project Setup video