Skip to main content

Demo content reference

Guide

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 six preset databases. Open the Game Card Editor

Tools > TinyGiants > GCS > Game Card Editor

Switch to the matching mode and select an entry. Inspector shows the complete definition, while Preview shows its static result and references

Card mode in the Game Card Editor showing the Demo card List, Inspector, and Preview columns

Card mode above reads the preset card database. After switching modes, use the same process to find decks, players, enemies, statuses, and encounters

Databases

DatabaseContent family
PresetCardDatabaseCards
PresetDeckDatabaseStarting and reward decks
PresetStatusDatabaseStatuses
PresetEnemyUnitDatabaseEnemy units
PresetPlayerUnitDatabasePlayer units
PresetEncounterDatabaseEncounters and battle rules

Cards

The card roster combines neutral basics with four class sets; search these names in Card mode:

SetExample cards
HunterQuick Shot, Poison Arrow, Bleeding Arrow, Rapid Fire, Hunter's Mark, Volley, Dead Eye, Perfect Shot
WarriorSlash, Shield Bash, Rally, Iron Wall, Demon Form
MageFire Bolt, Frost Shard, Meteor Strike, Arcane Nova
PriestJudgment, Holy Strike, Sanctuary, Apotheosis
Neutral basicsStrike, Defend, Insight, Bandage, Discover, Echo

Card mode in the Game Card Editor with the Mage card Meteor Strike selected in the Demo list

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

Each class owns four decks: one starting deck per player tier, plus one reward deck the victory screen draws its card choices from

ClassStarting decks (tier order)Reward deck
WarriorIron Resolve, Steel Onslaught, Bloodforged FurySpoils of Battle
MageSpark of Insight, Arcane Surge, Cataclysm CodexHoarded Secrets
HunterFirst Hunt, Marked Quarry, Apex PredatorWild Harvest
PriestQuiet Devotion, Sacred Rites, Divine AscensionBlessed 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:

PatternStatuses
Damage over time and pressureBurn, Bleed, Poison, Thorns
Debuff and controlVulnerable, Weak, Frail, Stunned, Silence, Restricted, Frozen, Confused
Defense and sustainPlated Armor, Holy Shield, Buffer, Metallicize, Regeneration, Intangible, Lifesteal
Scaling and resourcesStrength, Dexterity, Empower, Energized, Artifact, Reflect, Marked, Ritual
Special stateCurse, 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:

ClassPlayer units (Normal / Elite / Boss scene)
WarriorSquire, Knight, Warlord
MageApprentice, Conjurer, Archmage
HunterScout, Ranger, Huntmaster
PriestAcolyte, Cleric, Hierophant

The enemy roster is also four per class, tiered Normal, Elite, Boss, and Summon:

ClassNormalEliteBossSummon
WarriorStrawmanPyre EffigyGibbet PriestStitched Hound
MageHex AcolyteCandle MagusAshen HierarchHex Hound
HunterPlague StalkerSpore BruteMire ReaperBog Polyp
PriestLantern SisterOrder KnightGilded BishopStringed Squire
tip

Summon-tier enemies do not appear in the opening Encounter lineup. They join battle through Spawn Unit nodes in other enemy Behaviors

An encounter binds all of this together: name, description, difficulty, icon, player unit, enemy lineup, reward deck, tags, and a battle-rule block

The The Threshing Field example below is Warrior Normal. It uses Squire at 70 HP and 3 Energy against Strawman at 14 to 18 HP, draws rewards from Spoils of Battle, starts with 5 cards, draws 5 per turn, caps the hand at 10, offers 3 reward choices, resets Armor at turn start, and discards the hand at turn 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

tip

Keep preset entries out of production databases so that sample IDs, balance values, reward pools, and scene references do not ship with the game