Pixit Turn-Based Tactics Kit OFFICIAL SALE

Build multi-level tactical maps, configure units without modifying source code, compose reusable abilities and create intelligent enemy encounters using an editor-friendly workflow. The engine focuses on the tactical combat layer while leaving objectives, campaigns, inventory and progression systems open for your own game design.

Core Features

  • Multi-level square grid system
  • AP-based movement and turn management
  • Separate 1 AP Move and 2 AP Dash visualization
  • A* pathfinding with occupancy and movement costs
  • Stairs and bidirectional traversal links
  • Directional Half and Full Cover
  • Configurable high-ground advantage
  • Weapon range and accuracy penalties
  • Critical hits, armor and armor piercing
  • Hunker Down and temporary defense bonuses
  • Grid-based line of sight and line of fire
  • Unexplored, Explored and Visible fog states
  • Smooth fog transitions and environment concealment
  • Multi-level fog and upper-floor visibility
  • Directional cone-based Overwatch
  • Grenades with range, AoE and friendly-fire settings
  • Melee attacks and melee-focused AI
  • Runtime combat log and floating feedback
  • Dynamic skill bar and tactical HUD
  • World-space health and armor display
  • Camera pan, zoom and orbit controls

Data-Driven Content

Create a broad range of units and abilities using reusable ScriptableObject assets:

  • Unit Definitions
  • Weapon Definitions
  • Ability Definitions
  • Ability Loadouts
  • Combat Rules
  • Animation Profiles
  • Damage Effects
  • Status Effects
  • Armor Shred Effects

Combine modular effects to produce new ability variants without duplicating combat code. Create standard shots, precision attacks, armor-piercing skills, stun grenades and other tactical abilities by changing data.

Tactical AI

Alien units use an awareness-based state system:

  • Idle: Waits until contact is established
  • Alerted: Finds cover and prepares an Overwatch ambush
  • Search: Investigates the last known contact position
  • Combat: Evaluates targets, weapon range, cover, high ground and line of fire

AI units share contact information without using hidden player positions.

Map Builder

Create reusable tactical maps with dedicated editor tools:

  • Environment Palette
  • Scene placement and rotation
  • One-click floor filling
  • Multi-level placement
  • Stair and traversal setup
  • Walkable tile painting
  • Restricted tile painting
  • Vision Blocker painting
  • Adjustable brush sizes
  • Tile eraser
  • Map baking and validation

Visual models and tactical rules are separated. A large building can use any model while its movement and visibility footprint is authored directly on the grid.

Unit and Prefab Creator

Generate complete tactical character prefabs from your own models.

The generator automatically configures:

  • Tactical Unit component
  • Root capsule collider
  • Visual hierarchy
  • Animator connection
  • Animation controller bridge
  • Animation event relay
  • World-space HUD
  • Alien spawn settings

The runtime layer does not depend on the included demo models, allowing you to use Sci-Fi, military, fantasy or custom character assets.

Animation Integration

Connect your own Animator Controller through a reusable Animation Profile.

Supported animation states include:

  • Idle and locomotion
  • Aiming and shooting
  • Cover idle and cover shooting
  • Grenade throw
  • Melee attack
  • Overwatch
  • Hit reaction
  • Death
  • Stunned
  • Vault and climb

Animation Events can synchronize projectile release, grenade throws and melee impact frames. Timing-based fallbacks are available when events are not provided.

Included Editor Tools

Available under:

Tools > Pixit Games > Turn Based Engine

  • Create New Tactical Level
  • Map Builder
  • Unit Creator
  • Ability Creator
  • Configure Humanoid Controller
  • Create Silent Beacon Demo

Designed for Extension

The engine uses separate Runtime and Editor assemblies and keeps demo content outside the reusable gameplay layer.

Objectives, campaigns, inventories, save systems and progression are intentionally not enforced, giving you full control over the structure of your game.

Included Content

  • Playable tactical demo scene
  • Example player and alien units
  • Example weapons, abilities, effects and loadouts
  • Combat HUD and world HUD prefabs
  • Example fog, AI, grenade, melee and Overwatch setup
  • MkDocs documentation source
  • Step-by-step setup and troubleshooting documentation

Start with the included demo, replace the visuals with your own assets and build your tactical game on top of a reusable combat foundation.