Demo content reference
Find a shipped card, deck, status, unit, or encounter and trace it to the isolated Demo database set that owns it
Open the single-character or party Demo databases in Game Card Editor. Each Demo has its own set of six database types.
Tools > TinyGiants > GCS > Game Card Editor
Switch to the mode for the asset you want and select an entry. Edit its fields in Inspector and check its appearance and references in Preview.

Card mode above reads the enabled card database, single-character scenes use the preset set and Party Showcase uses the party set, switch modes to find decks, players, enemies, statuses, and encounters in the same way
Databases
| Directory | Database names | Scope |
|---|---|---|
Databases/Single-Character/ | PresetCardDatabase, PresetDeckDatabase, PresetStatusDatabase, PresetEnemyUnitDatabase, PresetPlayerUnitDatabase, PresetEncounterDatabase | Original four-class content |
Databases/Multi-Character/ | PartyCardDatabase, PartyDeckDatabase, PartyStatusDatabase, PartyEnemyUnitDatabase, PartyPlayerUnitDatabase, PartyEncounterDatabase | One focused Party Showcase battle |
Cards
The card roster combines neutral basics with four class sets; search these names in Card mode:
| Set | Example cards |
|---|---|
| Hunter | Quick Shot, Poison Arrow, Bleeding Arrow, Rapid Fire, Hunter's Mark, Volley, Dead Eye, Perfect Shot |
| Warrior | Slash, Shield Bash, Rally, Iron Wall, Demon Form |
| Mage | Fire Bolt, Frost Shard, Meteor Strike, Arcane Nova |
| Priest | Judgment, Holy Strike, Sanctuary, Apotheosis |
| Party | Field Mend, Interpose, Shared Resolve, Emergency Aid |
| Neutral basics | Strike, Defend, Insight, Bandage, Discover, Echo |

The list above locates a Demo card. Inspector and Preview then verify its cost, type, rarity, description, and Behavior. Related visuals live under Content/Cards/, organized into five template families: Basic, Skill, Support, Burst, and Curse. Each folder contains its frame sprite, card Prefab, and Artwork/
Poison Arrow and Rapid Fire are good first reads: their graphs are documented step by step in the FlowGraph window page, and each runs about a dozen nodes
Decks
The single-character databases provide three starting decks, one per player tier, and one reward deck for each class. Party Showcase builds its shared piles from Party Tactics, the deck on Player Unit 1 (Scout). The deck has eight cards, with two copies each of Strike and Defend and one copy of each of the four ally-targeting cards.
| Class | Starting decks (tier order) | Reward deck |
|---|---|---|
| Warrior | Iron Resolve, Steel Onslaught, Bloodforged Fury | Spoils of Battle |
| Mage | Spark of Insight, Arcane Surge, Cataclysm Codex | Hoarded Secrets |
| Hunter | First Hunt, Marked Quarry, Apex Predator | Wild Harvest |
| Priest | Quiet Devotion, Sacred Rites, Divine Ascension | Blessed Offerings |
| Party | Scout supplies Party Tactics to the three-member shared pool | Party Tactics |
Read the deck first to identify the cards available at battle start, then inspect those card definitions for their costs and behavior graphs
Statuses
The status roster covers common card-game patterns, grouped by what they do:
| Pattern | Statuses |
|---|---|
| Damage over time and pressure | Burn, Bleed, Poison, Thorns |
| Debuff and control | Vulnerable, Weak, Frail, Stunned, Silence, Restricted, Frozen, Confused |
| Defense and sustain | Plated Armor, Holy Shield, Buffer, Metallicize, Regeneration, Intangible, Lifesteal |
| Scaling and resources | Strength, Dexterity, Empower, Energized, Artifact, Reflect, Marked, Ritual |
| Special state | Curse, Wet, Drained |
Open any status in Game Card Editor Status mode to inspect its stacking rule, decay rule, Tags, and Behavior. Poison has a small graph, and its damage and stack decay are directly visible in a Hunter battle
Units and encounters
Player units come in three tiers per class, each linked to its starting deck from the table above:
| Class | Player units (Normal / Elite / Boss scene) |
|---|---|
| Warrior | Squire, Knight, Warlord |
| Mage | Apprentice, Conjurer, Archmage |
| Hunter | Scout, Ranger, Huntmaster |
| Priest | Acolyte, Cleric, Hierophant |
| Party | Scout, Squire, Apprentice |
The enemy roster is also four per class, tiered Normal, Elite, Boss, and Summon:
| Class | Normal | Elite | Boss | Summon |
|---|---|---|---|---|
| Warrior | Strawman | Pyre Effigy | Gibbet Priest | Stitched Hound |
| Mage | Hex Acolyte | Candle Magus | Ashen Hierarch | Hex Hound |
| Hunter | Plague Stalker | Spore Brute | Mire Reaper | Bog Polyp |
| Priest | Lantern Sister | Order Knight | Gilded Bishop | Stringed Squire |
Summon-tier enemies do not appear in the opening Encounter lineup. They join battle through Spawn Unit nodes in other enemy Behaviors
An encounter stores its name, description, difficulty, icon, and tags, and references a player unit, enemy lineup, reward deck, and battle rules. In the example below, The Threshing Field (Warrior Normal) pits Squire with 70 HP and 3 Energy against Strawman with 14 to 18 HP, with rewards drawn from Spoils of Battle. The rules set a 5-card starting hand, 5 draws per turn, a 10-card hand limit, and 3 reward choices. Armor resets at the start of the turn, and the hand is discarded at the end.
The diagram above places The Threshing Field, its player, enemy, reward deck, and battle rules in one reference chain. Every Demo scene maps to a same-name Encounter, which assigns the player unit, enemy lineup, reward deck, and battle rules
Reuse a graph or rule block
Open the preset that contains the required mechanic, inspect its fields and FlowGraph, then rebuild that structure in project-owned content. Reuse only the part that carries the rule, such as a card's node order, a status decay pattern, an enemy Intent structure, or an Encounter battle-rule block
Keep preset entries out of production databases so that sample IDs, balance values, reward pools, and scene references do not ship with the game