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Demo content reference

Guide

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

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​

DirectoryDatabase namesScope
Databases/Single-Character/PresetCardDatabase, PresetDeckDatabase, PresetStatusDatabase, PresetEnemyUnitDatabase, PresetPlayerUnitDatabase, PresetEncounterDatabaseOriginal four-class content
Databases/Multi-Character/PartyCardDatabase, PartyDeckDatabase, PartyStatusDatabase, PartyEnemyUnitDatabase, PartyPlayerUnitDatabase, PartyEncounterDatabaseOne focused Party Showcase battle

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
PartyField Mend, Interpose, Shared Resolve, Emergency Aid
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​

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.

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
PartyScout supplies Party Tactics to the three-member shared poolParty 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:

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
PartyScout, Squire, Apprentice

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 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

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