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Demo Content Reference

GCS ยท Demo

A map of the shipped demo roster: 80 cards, 16 decks, 30 statuses, 12 player units, 16 enemies, and 12 encounters, each traced to its owning database.

Use this when you saw something in a demo battle and want to find the exact asset behind it.

Every demo definition lives in one of six preset databases, and the fastest way to open any of them is the Workbench (Tools/TinyGiants/GCS/Game Card Editor). Pick the mode matching the content kind, select the item in the list column, and its full definition appears in the inspector column.

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

Databasesโ€‹

DatabaseCurrent content
PresetCardDatabase80 cards
PresetDeckDatabase16 decks
PresetStatusDatabase30 statuses
PresetEnemyUnitDatabase16 enemy units
PresetPlayerUnitDatabase12 player units
PresetEncounterDatabase12 encounters

Cardsโ€‹

The 80 cards split into 28 neutral basics plus 13 cards for each of the four classes. A few names to search for 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.


Decksโ€‹

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

Decks answer "which cards does this fight start with"; the cards themselves answer "what does each entry do". Read them in that order when reverse-engineering a battle.


Statusesโ€‹

The 30 statuses cover the patterns most card games need. Grouped loosely 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 encountersโ€‹

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.

The 12 encounter names match the 12 demo scenes one to one, and the scene page lists every lineup. This is what one looks like in play:

Field of Burning Effigies in play: the Knight faces the Warrior Elite lineup of two Strawmen and a Pyre Effigy


Using the roster as a pattern sourceโ€‹

Reuse structures, not preset rows. Rebuild a card graph on your own card instead of duplicating the demo card; reuse a status decay pattern and rebalance it under a new name; take an enemy's intent structure and swap the units and numbers; reuse an encounter's rule block but point it at project-owned content. Mixing preset definitions into a production database means sample content ships with your game.