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Game Card System

Releasedv1.7.0

A Unity framework for building card roguelikes with a visual editor, FlowGraph, and a battle runtime.

Unity 2021.3.18f1+ · Unity 6 recommended · Built-in and URP

Build single-character and party battles in Unity. Author content in Game Card Editor, then connect effects and rules in FlowGraph.

Use Game Card Editor to trace an encounter to its enemies, decks, statuses, and cards. Game Card Monitor shows how that setup runs in Play Mode.

A card Behavior defines what happens on play. A status Behavior configures its timing and rules, and an enemy Behavior defines intents and actions.

Version 1.7.0 saves checkpoints for Run progression and settled battles. Restore the same hand, enemy intents, and pending rewards with the packaged Save and Quit and Continue controls or through your own save system.

  • Six Game Card Editor modes for cards, decks, player units, enemies, statuses, and encounters
  • 146 core FlowGraph nodes plus 2 Demo FX extensions for card effects, status rules, hooks, loops, selectors, events, VFX, and enemy intents
  • Game Card Monitor, GCSApi, and 48 built-in events for live battle state, party management, pile flow, integration, and diagnostics
  • 13 playable battles with 86 cards, 17 decks, 15 player units, 19 enemy definitions, and 35 statuses, including a three-member Party Showcase

Visual authoring

Create assets and databases in Game Card Editor. Register project-owned Inspector extensions for custom fields, references, validation rules, and editing controls.

FlowGraph gameplay

Connect card effects, status rules, enemy intents, and presentation calls in FlowGraph. The node reference groups available nodes by what they do.

Playable reference

Inspect card effects and enemy intents in the single-character battles. Open Party Showcase to try shared resources, ally targeting, roster changes, and card upgrades.

  • Game Card Editor
  • 146 core FlowGraph nodes
  • 48 built-in events
  • 3-member parties
Status
Released · Unity Asset Store · itch.io · Fab
Unity version
2021.3.18f1 or newer · Unity 6 recommended
Render pipelines
Built-in · URP
Third-party dependencies
None
Demo content
13 battles · 86 cards · 17 decks · 15 players · 19 enemies · 35 statuses
FlowGraph and events
146 core + 2 Demo nodes · 48 built-in events
Documentation
61 pages
Pricing
See storefronts for current pricing

What developers say

5.0·11 reviews·on the Unity Asset Store

Great Asset and Excellent Support

This is a great asset, and the developer provides excellent support. The Discord community is very active, and the developer is always quick to respond with helpful and spot-on solutions. It’s clear that the developer is actively involved and continues to support and improve the asset.

Gatskop_Software
Featured rich with powerful visualisation tools, and developer supported

The Game Card System (GCS) is a feature-rich, yet extensible framework for all your deck-building needs. TinyGiant's FlowGraph designer (also found in their Game Event System asset) and visualisation dashboards set this framework head and shoulders above the rest. Although exhaustively documented, the developer was quick to respond to any issues. The complete package.

SMGDev
One of the Most Complete Frameworks I've Used!

I've used several game frameworks and templates before, but I didn't expect this level of detail from this one. It's a complex system, but it doesn't feel bloated at all. Everything is well organized, it just works, and works really well. I really like the FlowGraph system, having each card handle its own actions and events makes the system very flexible and easy to customize. The overall workflow is clean and intuitive. Honestly, it's probably one of the best I've seen in a game template type of asset. Also the support is top notch, developer is passion about the project and very active in discord. Highly recommended.

Yan-KMW
Very solid base for your project

All editors are very well made. They are clean, intuitive, and easy to use. The core features are solid, and the developer even has a feature request channel on Discord where we can share suggestions. He is also very helpful and quick to respond to questions. The current structure and examples are focused on roguelike card games, but the asset seems highly flexible. I haven’t explored everything yet, but the node system is the main reason I decided to get it. You can create and combine effects for your cards, avoid repetitive programming, and it’s also friendly for game designers. I’m excited to see how this asset evolves as more people contribute ideas for new features. (EDIT) In just 10 days, Tino has already added so much to this tool. The speed, quality, and flexibility of the new features are truly impressive. You won’t regret getting this!

TThunder
Fantastic Deckbuilding Tool with Huge Potential

This asset is really amazing. The Demo scenes are fantastic and open up all sorts of possibilities. The FlowGraph is really easy to work with and within minutes you can start tweaking and exploring all sorts of variations. I am continuously impressed with TinyGiants (Via UnityChina). Very responsive and helpful on Discord. If you are looking to make a Roguelike Deckbuilding tool and need a starting point, look no further.

ZarktorStudios
Great Roguelike Deckbuilding Tool

Game Card System is a very well-made toolset for putting together Roguelike Style Card Battling. It comes with many options and interfaces for setting up encounters, battlers, cards, and gameplay behaviors that provide a great convenience for Getting Started/Creating new scenes. The Demos were fun to play through and the Documentation does a great job with Onboarding Users with each component as well as how to approach them. Importing GCS into my project was very straightforward and it integrated into my workflow with ease

TheGreatRaydini
My First Choice for Developing a Slay the Spire-Style Game

I have always wanted to develop a roguelike card game similar to Slay the Spire. GCS matched exactly what I was looking for, so I purchased it soon after discovering it. I have only used it for three days, and there are still many systems I have not explored in depth, but my initial experience has already exceeded my expectations. It does not feel like a template that can only run its included demo. It feels more like a development framework with the editing tools and underlying systems already in place, ready for you to create your own content. The visual tools are comprehensive, FlowGraph is well suited to organizing card effects and combat logic, and I have been able to find explanations in the documentation whenever I encountered something I did not understand. It is still too early for me to judge every part of the system, but based on these first few days, GCS has already addressed my biggest concerns about the underlying framework and content-editing workflow. For anyone looking to develop a single-player roguelike card game, this is currently one of the first tools I would recommend considering.

CoolliuLoveforever
An Impressive Roguelike Card Game Framework

I have previously used several CCG/TCG templates from the Asset Store. Many of them felt more like projects built around a demo, with few actual editing tools for creating your own content. GCS feels very different. Its visual interface is highly polished and has a distinctive style that is uncommon among similar products on the Asset Store. More importantly, it is not just visually appealing. The editing tools, runtime systems, and online documentation work together very well, and it is clear that the developer has put a great deal of effort into the entire workflow. FlowGraph also works largely as described on the product page and offers an enormous number of possible combinations. The documentation states that its 145 atomic nodes can theoretically produce more than 400 million gameplay mechanics. That number admittedly sounds a little exaggerated, and I am still far from mastering the system, but I can already see how extensible it is. I plan to continue exploring it and try using it to develop my own commercial game.

wechat_os_Qy03G0ReQ7ySFGGyHmFB7hIdE
Excellent Card Game Framework

A well-structured and promising framework for building card-driven games in Unity. The ScriptableObject-based approach, support for deckbuilding, status effects, and turn-based battle systems provide a strong foundation without having to build everything from scratch. The included source code and editor-oriented workflow also make the system easier to understand and extend. Great value for developers looking for a flexible starting point for card game projects.

Zhouziqi2017
Rich of Features and A Huge Time Saver for Card Game Development

GCS has been a really impressive addition to my Unity workflow. What I like most is that it lets me build and iterate on card-game mechanics much faster without having to hard-code every interaction from scratch. The visual FlowGraph system is my favorite feature so far (I believe there is much moree, but no time yet to explore more because this tool has rich of features). With a large collection of ready-to-use nodes and mechanic recipes, I can prototype complex card, status, and enemy behaviors visually and then customize them when needed. This makes experimenting with new gameplay ideas significantly faster. The included AI-driven capabilities also make the development workflow much more efficient, especially when using AI as a development assistant to understand, extend, and generate gameplay logic around the system. Having a structured API and clearly defined systems makes it much easier for AI coding tools to work with the project instead of dealing with a completely custom architecture. There are also a lot of features packed into the framework: Visual card, deck, player, enemy, status, and encounter authoring FlowGraph with 100+ gameplay mechanic recipes Flexible card, status, and enemy behaviors Enemy intent and AI behavior systems Built-in support for buffs, debuffs, hooks, effects, and card manipulation Runtime API and event system for custom UI and game systems Game Card Monitor for debugging live battle state and FlowGraph execution Custom nodes and ports for extending the framework Complete demo content with multiple classes, battles, cards, enemies, and statuses I especially appreciate that it isn't a black-box framework. You can start with the visual tools for rapid development, but still drop down into the API and custom extensions when you need more control. For anyone building a Slay the Spire-style card battler, deckbuilder, or other mechanic-heavy card game in Unity, this can potentially save a huge amount of development time. Very promising framework, especially for developers who want to move quickly from gameplay idea > prototype > production without reinventing the underlying battle system.

samuelfebrian
The Best Card Game System

FlowGraph makes implementing card logic incredibly convenient. Instead of writing and maintaining a separate script for every card, status, or enemy behavior, I can connect nodes, adjust the parameters, and clearly see the complete execution flow. It is especially helpful when mechanics become more complex, as conditions, calculations, targeting, and effect order remain easy to understand and modify. It greatly reduces repetitive coding while still providing the flexibility to create custom nodes and extend the source code when needed. For anyone developing a card game in Unity, GCS is an excellent choice and, in my opinion, truly second to none.

lc513623756
Read all reviews on the Asset Store

Resources

Frequently asked questions

Where is Game Card System available?

Game Card System is released and available on the Unity Asset Store, itch.io, and Fab.

What ships in the playable demo?

Play 12 single-character battles across 4 classes and one three-member Party Showcase. The Demo databases contain 86 cards, 17 decks, 15 player units, 19 enemy definitions, 35 statuses, and 8 intent icons.

Does GCS support multi-character parties?

A battle supports up to three player units. They share Hand, Draw, Discard, Exhaust, and Energy, and each has its own HP, Armor, statuses, and hooks. The runtime API covers Active Player selection, targeting, roster changes, defeat, and revival.

Can I extend the Game Card Editor inspectors?

Register Inspector extensions for any of the six modes to add fields, sections, GCS references, inline data, FlowGraph fields, validation, or custom UI Toolkit controls.

Can I add custom nodes and content types?

Subclass one of the seven authoring base classes to add a FlowGraph node. Register card types, tags, and description tokens with attributes. Use GCSApi to access battle state, events, and content registries.

How do I connect custom UI and game systems?

Use GCSApi for battle control, state access, party management, content discovery, and subscriptions to 48 built-in events. The package includes complete C# source, API and event references, custom-node templates, and runnable extension examples.

Where can I get the extension samples?

Download GCS Samples ZIP and copy the sample folders you need into your Assets folder. Unity generates .meta files for the sample source.

Does it depend on other assets?

GCS has a standalone runtime.

Does it integrate with Game Event System?

The optional bridge forwards GCS battle events to GES. An On GES Event entry can also run a Behavior when its selected GES event fires during battle.