Demo Content Reference
Find a shipped card, deck, status, unit, or encounter and trace it to the preset database that owns it
Every demo definition lives in one of the six preset databases; open the Workbench:
Tools > TinyGiants > GCS > Game Card Editor
Switch to the mode that matches the content family, then select an entry; the Inspector shows the complete definition, and Preview shows its visual result and references

Databases
| Database | Content family |
|---|---|
PresetCardDatabase | Cards |
PresetDeckDatabase | Starting and reward decks |
PresetStatusDatabase | Statuses |
PresetEnemyUnitDatabase | Enemy units |
PresetPlayerUnitDatabase | Player units |
PresetEncounterDatabase | Encounters and battle rules |
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 |
| Neutral basics | Strike, Defend, Insight, Bandage, Discover, Echo |

Card definitions (cost, type, rarity, description, Behavior graph) live in the database; the visuals live under Content/Cards/ in five template families: Basic, Skill, Support, Burst, and Curse; each family folder holds the frame sprite, the card prefab, and an Artwork/ folder with the art of every card that uses that frame
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
Each class owns four decks: one starting deck per player tier, plus one reward deck the victory screen draws its card choices from
| 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 |
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 of them in Workbench Status mode to see its stacking rule, decay rule, tags, and Behavior graph. Poison is the canonical example: its graph is small, and you can watch it tick 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 |
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 never appear in an encounter lineup; they join fights through Spawn Unit nodes in other enemies' behavior graphs
An encounter binds all of this together: name, description, difficulty, icon, player unit, enemy lineup, reward deck, tags, and a battle-rule block
The Threshing Field (Warrior Normal) is a compact example: Squire (HP 70, Energy 3) against a Strawman (HP rolled between 14 and 18), rewarded from Spoils of Battle, with rules of hand size 5, draw 5 per turn, hand max 10, 3 reward choices, armor reset on turn start, and discard on turn end
Encounter names map one to one to the demo scenes; each scene uses the player unit, enemy lineup, reward deck, and battle rules assigned by its same-named encounter
Reuse a graph or rule block
Open the preset that contains the mechanic you need, inspect the relevant fields and FlowGraph, then rebuild that structure on project-owned content. Reuse only the part that carries the rule: a card's node sequence, a status's decay pattern, an enemy's intent structure, or an encounter's battle-rule block. Keep preset entries out of the production database so sample IDs, balance values, reward pools, and scene references do not ship with the game