Game Card System (GCS) OFFICIAL SALE

Create Content Visually and Build Complete Card Roguelike Battles with FlowGraph

Official Website | Chinese Documentation | Video Tutorials | Discord | Unity Forum

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 C# extension APIs in one workflow.

Create cards, decks, players, enemies, statuses, and encounters without rebuilding turns, energy, targeting, piles, status resolution, enemy Intents, rewards, or battle results for every project. The same assets and Behaviors edited in GCS are executed by the production runtime and can be inspected while the battle is running.

🚀 Core Features

  • Six-Mode Visual Content Editor
    Game Card Editor provides Card, Deck, Player, Enemy, Status, and Encounter modes in one window. Create, search, filter, sort, preview, validate, and inspect references with Undo/Redo support.
  • 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. Build common mechanics by connecting nodes instead of creating a new C# type for every card.
  • 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, giving you a tested structure to adapt and balance.
  • Complete Battle Runtime
    GCS manages Battle Start, player and enemy phases, Battle End, Energy, targeting, Draw, Hand, Discard, Exhaust, Master Deck, status stacks and decay, Hooks, delayed effects, summons, player Choices, rewards, permanent upgrades, cost changes, Gates, victory, and defeat.
  • Status and Hook Systems
    Statuses can combine stacking, decay, numerical modifiers, Hook interception, and independent 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 the next Intent, while the runtime preserves pattern state and supports enemies entering or leaving battle dynamically.
  • Real-Time Battle Diagnostics
    Game Card Monitor provides Battle, Piles, Units, Phase, Gate, Flows, and Events views. Inspect live state, FlowGraph execution, wait sources, pile changes, and event history when a mechanic produces an unexpected result.
  • Open C# Extension APIs
    GCSApi is the public entry point for battle control, state access, content discovery, and event subscription. GCS includes 43 built-in events, four automatic extension registries, seven custom node base categories, complete source code, copy-ready templates, and runnable examples. Connect custom UI, maps, quests, save systems, or project-specific mechanics to the same runtime.

🧩 Built for Structured Content Production

GCS was created while developing a production card roguelike, where interactions between costs, targets, piles, statuses, Hooks, Intents, UI, animation, and waits had outgrown scattered control scripts. Its shared data model and runtime make those dependencies visible and testable, so iteration can stay focused on mechanics, balance, and player decisions.

GCS does not include or require an AI model. If you use AI agents, the six databases, FlowGraph structure, Validation, GCSApi, and Monitor provide clear boundaries for tasks such as:

  • Creating and configuring content entries
  • Assembling or modifying FlowGraph Behaviors
  • Tuning values and class builds
  • Checking references and configuration errors
  • Diagnosing issues from runtime records

The resulting assets remain editable, inspectable, and under the developer's control.

📦 Included Content

  • 12 playable battles and 12 encounters across Warrior, Mage, Hunter, and Priest, with Normal, Elite, and Boss tiers
  • 80 cards, 16 decks, 12 player units, 16 enemies, 30 statuses, and 8 enemy Intent icons
  • Complete battle UI, hand, targeting, reward, 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: The Demo supports Built-in Render Pipeline and URP
  • 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
  • API: 147 public member names across 148 public signatures
  • Events: 43 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

📌 Product Scope

GCS focuses on authoring, executing, extending, and diagnosing card roguelike battles. World maps, quest flows, account backends, online multiplayer, matchmaking, and project-specific save formats are not included. These systems can connect to battles through GCSApi and events.

The Demo provides a runnable implementation and source reference without restricting the UI, artwork, VFX, audio, or scene presentation of your final project.

Use the links above to review the documentation and tutorials or contact TinyGiants through Discord and the Unity Forum.