Roguelike Deckbuilder Framework — Single-Player Card RPG Kit View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
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Unity version
6000.4.4 or later
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206 KB
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Roguelike Deckbuilder Framework — Single-Player Card RPG Kit

by SoloFoundry (opens in new tab)

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A complete, single-player roguelike deckbuilder framework in the spirit of the genre's classics. Author cards, enemies, and entire acts as data — no coding required.

Price $59.00

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Last 6 months

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Price history for Roguelike Deckbuilder Framework — Single-Player Card RPG Kit, 6 months Current $59.00; lowest $41.30; highest $59.00 in this period. $0 $50 $100 Aug Sep Oct Nov

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Roguelike Deckbuilder Framework — Single-Player Card RPG Kit screenshot 1

Roguelike Deckbuilder Framework — Single-Player Card RPG Kit screenshot 1

About this asset

Build your own single-player deckbuilder — without writing engine code.

Hi, I'm the maker behind SoloFoundry. I build the tools I wish I'd had when I started — complete, honest, and ready to use. This is one of them.

If you've ever wanted to make a roguelike deckbuilder in the spirit of the genre's classics, you know the hard part isn't the idea — it's the months of plumbing. The combat resolution, the save system, the map, the shops, the run loop. This framework is all of that, already built, tested, and documented, so you can skip straight to making your game.

Author your content as data — not code.Add a card, an enemy, a status effect, or a relic by creating an asset and filling in a few fields. No C# required. Cards build from a simple effect vocabulary — deal damage, gain block, apply a status, draw, scale, branch on conditions — so most new cards are pure data. Even adding a card to your starting deck is just editing an asset. Truly no-code, end to end.

Everything a run needs, in the box:

  • Turn-based card combat — energy, block, multi-hit, status effects, and telegraphed enemy intents
  • Data-driven enemies with sequenced, weighted, and conditional intent patterns — plus a boss
  • A branching map with seeded generation that's always completable
  • Shops, rewards, rest sites (heal or upgrade), and random events — all authorable as data
  • Advanced card mechanics: X-cost, scaling, conditional, card-generation, pile-search
  • Full save and load of an entire mid-run state — resume exactly where you left off
  • A complete, playable example act — 23 cards, 7 enemies, a boss, events, relics, potions — every piece built as data, not code

Made to be understood.A clean, layered architecture with a pure-C# core and a clear line between engine and content. It comes with real documentation — a README, a 2-minute "add your first card" guide, an architecture overview, and a per-system reference — plus comments throughout. You won't get lost in someone else's code.

Built to last.Self-contained, with no paid third-party dependencies. Works with URP or Built-in. Backed by a full suite of automated tests, so the foundation under your game is solid.

I made this because the genre deserves a framework that respects both your time and your budget. I hope it helps you build something great.

From the publisher's Asset Store listing.

Technical details

  • Complete single-player roguelike deckbuilder framework — full run loop, map to boss
  • No-code content authoring — cards, enemies, statuses, relics, and events created as data assets
  • Deterministic turn-based combat core — energy, block, multi-hit, status effects, telegraphed enemy intents
  • Data-driven enemy AI — sequenced, weighted, and conditional intent patterns; multi-enemy fights and a boss
  • Branching seeded map — generation guaranteed to be completable
  • Shops, rewards, rest sites (heal or upgrade), and random events — all authorable as data
  • Advanced card mechanics — X-cost, scaling, conditional, card-generation, and pile-search effects
  • Full save and load of complete mid-run state — resume bit-for-bit identical
  • Playable example act included — 23 cards, 7 enemies, a boss, events, relics, and potions, all built as data
  • Clean layered architecture — pure-C# core, clear engine/content separation
  • Full documentation — README, 2-minute "add a card" quickstart, architecture overview, per-system reference
  • ~80 automated tests included
  • Self-contained — no paid third-party dependencies
  • Compatible with URP and Built-in Render Pipeline

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.4f1 Compatible Compatible Not listed

This is a code framework — it ships no materials, shaders, or render-pipeline-specific assets, so it works with the Built-in Render Pipeline or URP without changes. The example UI uses Unity's standard uGUI canvas (ScreenSpaceOverlay), which is render-pipeline independent. No render pipeline setup is required.

As listed on the Asset Store.