Card Kit is the foundation for a card game, split into four assemblies you can take together or one at a time. Bring your own cards, rules and art; the kit gives you the engine and the feel.
Rules core (pure C#, no Unity dependencies)
- Board, lanes and card instances with named stats and stat modifiers
- An effect contract for on-place and on-reveal effects
- Turn and round resolution with a game-event stream your scene replays
- Lane conditions, with five ready-made rules to start from
- Fork() and PreviewPlay() for what-if simulation, and a greedy AI built on them
- Seeded RNG that can be saved and resumed
- Runs headless: test it in EditMode, or run it on a server
Card feel (Unity, URP)
- Cards with mouse-relative tilt, foil and a holographic URP shader
- Drag and drop onto zones, with snapping and highlights
- Card faces baked at runtime from your data: name, art window, rules text, cost badge, bundled fonts
- Drop a PNG in a Resources folder and it replaces that card's placeholder art; no code change
- Pack opening, inspect panels, dissolve, floating numbers, camera shake, banners and a GameObject pool
Game shell (optional)
- Boot and faded scene changes, a settings overlay and persisted volume
- Audio hub with pooled sound effects and crossfading music, plus 10 procedural sound effects you can bake to audio files
- Save/load slots, localization, toast notifications, achievements, input rebinding and first-run hints
Lane Duel sample
A complete best-of-three lane battler built only from Card Kit: drag and drop, simultaneous reveal, an AI rival, lane rules, and the full feel layer. Three short, readable scripts.
What it is not: Card Kit is a code-first engine, not a no-code editor. It has no multiplayer networking and no deck-builder screens; card art in the sample is procedural placeholder art.
Documentation: README in the package, plus the Lane Duel README.
Support: prdcgomes4@gmail.com · https://sangue3.github.io/support.html