RPG Combat Toolkit - Turn Based Tactics OFFICIAL SALE


RPG Combat Toolkit is a source-included, modular framework for building 2D and 3D grid-based, turn-based RPG combat in Unity 6.


Start with connected and modular gameplay systems instead of rebuilding and integrating grids, movement, action costs, attacks, targeting, abilities, reactions, effects, inventory, character rules, AI and combat UI separately. Everything needed is already included.


Use the complete framework with its supplied defaults, or replace individual systems by your own. Clean, commented C# code with interfacing allow for complete flexibility.


CREATE DIFFERENT STYLES OF COMBAT

RPG Combat Toolkit is not tied to one predefined ruleset. It can support:

• Tactical RPG and CRPG encounters on square grids
• Fantasy combat driven by stats, dice and formula-based values
• Classic single-pool action-point systems or multiple action-point pools and separate movement/action economies if needed.
• Melee, ranged, firearm and spell-based encounters
• Full 2D or 3D turn-based combat presentations

• Anything turn-based, really


2D AND 3D TACTICAL GRIDS

Build procedural or manually authored grids with:

• Configurable pathfinding and movement costs
• Cell occupancy, clearance, line-of-sight and obstacle handling
• Multi-tile actors (1 cell or 4 cells)
• Optional actor facing
• Movement, attack-range and targeting previews
• Dedicated 2D and 3D grid, cursor and visual components

• Can easily be extended to hex grids


MODULAR ABILITIES AND TARGETING

Create reusable spells and combat abilities from configurable modules:

• Self, friendly, hostile and filtered target rules
• Range and line-of-sight conditions
• Single-target and area-of-effect targeting
• Damage, healing, effects and status application
• Projectiles and animation hooks
• 2D and 3D targeting visualizers

• Custom inspectors
• Shared validation rules for player previews, final execution and AI evaluation


TACTICAL ACTIONS AND REACTIONS

Define reusable combat actions with configurable costs, availability rules and execution logic. Included workflows cover:

• Movement, melee and ranged attacks
• Single-pool and multi-pool action-point models
• Defend and delay actions
• Opportunity attacks and triggered reactions
• Ready attacks and ready abilities
• Weapon-set swapping
• Contextual action validation and targeting cancellation

• Easily create new actions to suit your needs


CHARACTER SYSTEMS

The optional gameplay modules include:

• Health, damage and healing
• Timed effects, statuses, buffs and debuffs
• Restrictions that can prevent movement, attacks or other actions
• Backpack inventory and equipment slots (main-hand and off-hand)
• Main-hand, off-hand and two-handed weapon rules
• Multiple swappable weapon sets
• Actor stats, modifiers and dice utilities
• A visual NodeGraph editor for derived values and rule formulas
• Party and combat-state support


WORKING COMBAT AND INVENTORY UI

A replaceable UGUI implementation is included so that the framework can be tested and demonstrated without first building a complete interface.

Included UI covers:

• Selected actors, hostile targets and party members
• Actions, abilities, ready actions and turn controls
• Initiative, rounds, statuses and action points
• Combat log, cursor information, banners and floating text
• Inventory, equipment and weapon sets
• Pointer, keyboard and controller-compatible tooltips
• Visible explanations when actions or abilities are unavailable


EDITOR TOOLS FOR CUSTOMER SETUP

RPG Combat Toolkit includes:

• A guided 2D/3D active-scene setup wizard
• An actor prefab creation wizard
• Grid-authoring and generation utilities
• A read-only scene validator for dependencies, managers, actors, factions, UI and tooltip setup
• A one-click default tooltip installer
• Demo configuration and navigation tools
• A visual NodeGraph formula editor
• Configurable defaults, profiles, presets and ScriptableObject definitions


DESIGNED TO BE EXTENDED

The framework is divided into focused assemblies and connected through interfaces, providers, factories, registrars, catalogs, adapters and services.

Full C# source is included. Use the supplied implementations together, replace a single subsystem, create project-specific actions and abilities, or connect your own UI, animation, AI, item catalog and persistence layers.


THREE PLAYABLE COMBAT DEMOS

Demo 1 — Fantasy 3D combat: party-based, stat-driven combat with abilities, inventory, equipment, multiple combat resources, reactions and a complete tactical HUD
Demo 2 — Modern tactical 3D combat: a different presentation built around firearms, a single action-point pool, equipment and weapon handling
Demo 3 — Fantasy 2D combat: a complete 2D implementation with its own grid, actors, selection, user interface, action points, inventory and combat log


A Demo Menu, loading transitions, controls/help panels, pause, restart and return-to-menu workflows are also included.


DOCUMENTATION AND SUPPORT

The package includes:

• Quick Start Guide
• Complete User Manual
• Cookbook
• FAQ
• Troubleshooting Guide
• Appendices
• Four video tutorials (more to come)


Official support: support page
Community: Discord 


Learn More

Visit the official website

Try the playable demo on itch.io

See the tutorials videos