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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 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

Workbench Card mode showing a demo card with list, inspector, and preview columns

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

Workbench Card mode with the Mage card Meteor Strike selected in the 80-card demo list

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

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 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:

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

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