Create Content Visually and Build Complete Card Roguelike Battles with FlowGraph
Official Website | Play Demo | Documentation | Video Tutorials | Discord
Game Card System (GCS) is a visual card roguelike battle framework for Unity. It combines content authoring, FlowGraph-based gameplay design, a complete battle runtime, Play Mode diagnostics, and open C# extension APIs in one workflow.
Create cards, decks, player units, enemies, statuses, and encounters without rebuilding turns, energy, targeting, piles, status resolution, enemy Intents, rewards, or battle results for every project. The assets and Behaviors edited in GCS run directly in the production runtime and remain inspectable while the battle is running.
🚀 Core Features
- Six-Mode Visual Content Editor: Create and manage Cards, Decks, Players, Enemies, Statuses, and Encounters in one window. Search, filter, sort, preview, validate, inspect references, and use Undo/Redo throughout the workflow.
- Extensible Workbench Inspectors: Extend all six Workbench modes with project-owned content types, serialized fields, custom sections, selectable options, GCS references, inline data, FlowGraph fields, validation, and custom UI Toolkit controls without modifying GCS source.
- FlowGraph Gameplay Authoring: Cards, Statuses, and Enemies each own a FlowGraph Behavior. A complete Demo installation provides 147 available nodes for damage, healing, Armor, Energy, card movement, targeting, calculations, branches, loops, Hooks, enemy Intents, events, VFX, SFX, animation, and waits.
- 103 Documented Mechanic Recipes: Start from 52 card recipes, 30 status recipes, and 21 enemy behavior recipes. Each recipe documents its node connections, configuration, and runtime boundaries.
- Complete Battle Runtime: GCS manages battle phases, Energy, targeting, Draw, Hand, Discard, Exhaust, Master Deck, statuses, Hooks, delayed effects, summons, player Choices, rewards, permanent upgrades, cost changes, animation Gates, victory, and defeat.
- Multi-Character Party Battles: Build battles with up to three player units. The party shares its Hand, Draw, Discard, Exhaust, and Energy while each member retains independent HP, Armor, statuses, Hooks, identity, and presentation. Switch the Active Player, target allies or opponents, and add, replace, remove, defeat, or revive units at runtime.
- Configurable Party Policies: Control ordered or automatic member activation, reaction windows, enemy target selection, and custom victory or defeat rules through battle policies supplied before combat begins.
- Status and Hook Systems: Combine stacking, decay, numerical modifiers, Hook interception, and independent Status Behaviors. Hooks can modify or cancel damage, healing, Armor, Energy, drawing, card play, status application, and maximum hand size before results are committed.
- Previewable Enemy Intents: Build enemy behavior with Sequence, Weighted Random, HP Threshold, Once Per Battle, and Every N Turns patterns. The HUD previews upcoming Intents while the runtime preserves pattern state.
- Real-Time Battle Diagnostics: Game Card Monitor provides Battle, Piles, Units, Phase, Gate, Flows, and Events views for inspecting live state, FlowGraph execution, wait sources, pile changes, and event history.
- Open C# Extension APIs: GCSApi provides battle control, state access, party management, content discovery, and event subscription. GCS includes 47 built-in events, four automatic extension registries, seven custom node base categories, complete source code, copy-ready templates, and runnable examples.
🧩 Built for Structured Content Production
GCS uses one shared data model across authoring, execution, diagnostics, and extension APIs. Costs, targets, piles, statuses, Hooks, Intents, UI, animation, and waits remain visible and testable instead of being distributed across unrelated control scripts.
GCS does not include or require an AI model. Developers using AI agents can work through the same structured databases, FlowGraphs, Validation results, GCSApi, and Monitor records used by the production workflow. The resulting assets remain editable, inspectable, and under the developer's control.
📦 Included Content
- 13 playable battles and 13 encounters: 12 single-character battles across Warrior, Mage, Hunter, and Priest, plus one three-member Party Showcase
- 86 cards, 17 decks, 15 player units, 19 enemy definitions, 35 statuses, and 8 enemy Intent icons across isolated single-character and multi-character Demo database sets
- A Party Showcase featuring shared resources, Active Player switching, ally targeting, member defeat, revival, reinforcement, removal, and replacement
- Complete battle UI, hand, targeting, reward, upgrade, and result flows
- English and Chinese documentation with 103 FlowGraph recipes
- Seven custom node templates, seven finished extension examples, and a tutorial that builds a battle from an empty scene
Every Demo battle uses the packaged databases, editors, FlowGraphs, and production runtime. There is no separate presentation-only battle implementation. Open the Demo content to inspect, copy, and adapt its assets and Behaviors.
🛠️ Technical Specifications
- Unity: Unity 2021.3 LTS and later, including Unity 6
- Render Pipelines: Built-in Render Pipeline and URP Demo support
- Runtime Dependencies: No third-party dependencies
- Source Code: Complete C# source included
- Data Architecture: Six ScriptableObject database categories with GUID identification
- FlowGraph: 145 core nodes plus two Demo FX extension nodes
- Mechanic Recipes: 103 documented recipes
- API: 170 public member names across 184 public signatures
- Events: 47 built-in events
- Monitor: Seven real-time diagnostic views
- Extension Registries: FlowNode, CardType, CardTag, and DescriptionToken
- Custom Nodes: Seven public extension base categories
- Animation: TinyGiants TGTween included
- GES Integration: Optional; GCS and GES work independently
Use the links above to review the documentation and tutorials, play the browser Demo, or contact TinyGiants through Discord and the Unity Forum.