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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 2022.3.50 or later
- Package size
- 77 KB
- Files
- 47
- Views in the past week
- 18
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $20.99 on
Keywords
Item-Synergy Auto-Battler Framework
Build grid / inventory auto-battlers like Backpack Battles and The Bazaar. Place items, build synergies, watch a deterministic auto-resolve battle. Shop, run loop, and a Balance Simulator.
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Last 6 months
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Item-Synergy Auto-Battler Framework screenshot 1
About this asset
The engine behind item-placement auto-battlers like Backpack Hero, Backpack Battles and The Bazaar, ready to drop in. Place items on a grid, line up adjacency synergies, press Battle, and a deterministic auto-resolve plays out. You bring the theme and the art.
What it does
- Grid placement with rotation, plus adjacency and aura synergies between items
- A deterministic cooldown-timeline battle: damage, heal, shield and poison
- Shop with reroll and sell, round-scaled rarity, a run loop with lives and meta progression
- Items are data assets (footprint, stats, tags, synergy rules), so you design content with no code
- A Balance Simulator that runs the real engine over many seeds and flags dead and over-strong items and how hard each round is
- A Validator that catches common content mistakes
What's included
- A drop-in uGUI screen and a cannot-break IMGUI demo, a sample item set, two demo scenes, full source and documentation
- Good to know: the engine is integer and seeded, so a run plays out the same every time and the simulator matches live play. Single player works out of the box; async PvP is an optional seam you fill from any backend, with no real-time netcode and nothing bundled. The views are built in code with no prefabs and no TextMeshPro.
Requirements:
- Unity 2021.3 or newer (made on 2022.3). Built-in, URP and HDRP. No third-party packages.
Support:
From the publisher's Asset Store listing.
Technical details
Item-Synergy Auto-Battler Framework is a render-agnostic, UI-and-logic-only framework with no third-party dependencies and no bundled SDKs. The core is a deterministic, seeded integer engine (xorshift32) split into clean assemblies (Runtime, UI, Editor, Demo, DemoEditor) under a single Assets/FavenGames/GridBattler root, all in the FavenGames.GridBattler namespace. It models grid placement with rotation and 4-neighbour adjacency, integer-exact synergy resolution (Self and Aura rules with flat and percentage modifiers), a fixed-step cooldown-timeline battle (damage, heal, shield and poison), a shop with round-scaled rarity weighting, a run loop with lives and meta progression, and save and load over a swappable IGridBattlerSaveStore (PlayerPrefs and file included). Items are ScriptableObjects, so content is authored with no code. The drop-in uGUI views are built in code with procedural sprites (no prefabs, no TextMeshPro), and a cannot-break IMGUI demo ships as a scene. Editor tools include a Setup window, a Balance Simulator that runs the real engine headless for engine-exact item and difficulty reports, a Database Validator, and custom inspectors. Single player uses a deterministic AI opponent; async PvP is an optional IOpponentProvider seam with no real-time netcode. Built-in, URP and HDRP, 2D and 3D, authored on Unity 2022.3 (minimum 2021.3).
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.50f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.