BASTION Turn-Based Combat Framework View on Asset Store (opens in new tab)

Package details

Latest version
1.1a
Last updated
First released
Unity version
6000.4.3 or later
Package size
16.0 MB
Files
497
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BASTION Turn-Based Combat Framework

by Polyburg Studio (opens in new tab)

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STOP REINVENTING THE WHEEL! Building a turn-based combat engine from scratch takes months. BASTION saves you 100+ hours of coding by providing a production-ready, highly modular backend architecture.

Discount -57% Previous price $44.00 Price $19.00

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Price history

Last 6 months

USD
Price history for BASTION Turn-Based Combat Framework, 6 months Current $19.00; lowest $19.00; highest $44.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.1 released 21 Jun 2026 v1.1 Version 1.1a released 27 Jul 2026 v1.1a

Asset preview

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BASTION Turn-Based Combat Framework screenshot 1

BASTION Turn-Based Combat Framework screenshot 1

About this asset

Whether you're making a tactical grid RPG or a squad-based strategy game – BASTION handles the logic, so you can focus on game design.

COMBAT SYSTEM

• Comprehensive Status System: Stackable DOTs (Bleed, Poison), CC (Stun, Silence), and Riposte/Counter-attack mechanics

• Ability Framework: Modular skills for single-target, AOE, and resource management (Action Points, Mana, Stamina)

• Guard & Protection: Guardian system with damage reduction and redirect mechanics

• Melee Engagement System: Tactical ranged weapon restrictions when enemies are adjacent (Warhammer 40K style)

FORMATION & POSITIONING

• Rank-Based Formations: 4-slot system with position-locked abilities and auto-advance (Darkest Dungeon style)

• Formation Swaps: Dynamic rank position swapping with optional resource costs

• Visual Rank Placement: Transform-based positioning for custom formation layouts

TACTICAL FEATURES

• Automatic unit responses to combat events (Ripostes, healing triggers, buff refresh)

• Targeting Preview: Live visual feedback for AOE/Cone/Line/Single-target abilities with hit markers

• Zone of Control (ZoC): Opportunity attacks when enemies move

AI & BEHAVIOR

• 7 AI Modules: Ready-to-use behaviors (BestAbility, AttackNearest, AttackWeakest, HealAllies, BuffAllies, DebuffEnemies, RetreatOnLowHP)

• AI Presets: Configurable via ScriptableObject—Aggressive, Healer, Support, Tactical Controller

• Difficulty Scaling: Easy (0.85x) → Normal (1.0x) → Hard (1.15x) priority weighting

MOVEMENT SYSTEMS

• Grid Movement: Classic tile-based with obstacle detection

🛠️ TECHNICAL WORKFLOW

DESIGNER-FRIENDLY

• ScriptableObject Driven: Handle balancing and design entirely within the Inspector—no coding required

• Visual Targeting System: Live preview of ability impact zones before casting

• Formation Templates: Pre-configured 4-rank formations for quick setup

DEVELOPER-FRIENDLY

• Event-Bus Architecture: Seamlessly trigger VFX, SFX, and UI updates using pre-defined event hooks

• Clean Code: Modular C# architecture, interface-based, optimized for performance (Low GC allocation)

• Extension Points: ITargetingStrategy, IAbilityValidator, IAIModule for custom behaviors

• AI-Coding Friendly: Works seamlessly with GitHub Copilot for rapid prototyping

📦 WHAT'S INCLUDED

SCENES & EXAMPLES

• Starter Scene: Minimal setup for quick prototyping

• Grid Demo Scene: Grid-based combat showcase tactical positioning

• Full Demo "Brightest Dungeon": Hand-drawn character showcase with all features

CONTENT

• 7 AI Presets (Aggressive, Healer, Support, Tactical, and variants)

• Status Effect Library: Bleed, Poison, Stun, Silence, and custom templates

• Ability Templates: Attack, Heal, Buff, Debuff, Utility

• Formation Presets: Ready-to-use 4-rank setups

DOCUMENTATION

• Complete User Manual (v1.1)

- Formation System & Swaps

- Squad Grid Scene setup

- Zone of Reaction mechanics

- Targeting Preview configuration

- Melee Engagement System

- AI Preset creation & tuning

- Troubleshooting & optimization guides

TOOLS

• Inspector-based AI Editor: Visual module management

• Status Effect Tracker: Real-time status monitoring

• Combat Log: Built-in event logging for debugging

🎯 PERFECT FOR

✓ Tactical RPGs (Darkest Dungeon, Divinity: Original Sin style)

✓ Squad-based Combat (XCOM, Warhammer 40K Mechanicus style)

✓ Turn-based Strategies (Fire Emblem, King's Bounty)

✓ Educational Projects learning combat system design

💡 HIGHLIGHTS

Zero Setup Required - Drag-and-drop into a Unity project and start prototyping

Designer Paradise - Adjust difficulty, AI behavior, and combat balance without touching code

Performance Optimized - Low garbage allocation, efficient pathfinding, optimized event system

Extensible - Add custom abilities, status effects, and AI modules with clean interfaces

Well-Documented - API reference, setup guides, and troubleshooting for every system

🎮 PLAYABLE WEB DEMO ON ITCH.IO

Experience the framework in action before purchasing. Try the Brightest Dungeon demo and see how the systems work together.

🚀 GETTING STARTED

  1. Import into Unity (Best Practice is to start with 2D URP Scene)
    (⚠️ You may see console warnings about PSD Layer IDs or "inconsistent import result" during import. These are cosmetic warnings from Unity's 2D PSD Importer and can be safely ignored.)
  2. Open Brightest Dungeon Scene to see everything in action
    (⚠️ If the demo scene appears pink/empty: assign a URP Renderer Asset under Edit → Project Settings → Graphics (or Quality, depending on Unity version). This is standard URP project setup and not an asset issue.)
  3. Read the included DOCUMENTATION.md
  4. Duplicate a preset & modify settings in the Inspector
  5. Extend via interfaces (IAIModule, IAbilityValidator, ITargetingStrategy)

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.5.5f1 Not listed Compatible Not listed
6000.4.3f1 Not listed Compatible Not listed

As listed on the Asset Store.