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Game Card System

Releasedv1.5.0

A visual, FlowGraph-powered, end-to-end card roguelike framework for Unity.

Unity 2021.3+ · Unity 6 recommended · Built-in and URP

Build single-character and party card battles visually: author cards, decks, units, enemies, statuses, and encounters in the six-mode Game Card Editor, then create gameplay through FlowGraph instead of new C# classes.

Game Card System is built for teams that want to construct a full card roguelike visually, not just prototype a few cards. Six Game Card Editor modes cover cards, decks, player units, enemies, statuses, and encounters, while Game Card Monitor keeps live Play Mode battles inspectable.

FlowGraph is the gameplay layer. Cards, statuses, and enemies use embedded graphs made from 145 core nodes plus 2 Demo FX extensions for damage, block, status rules, targeting, random choices, loops, hooks, events, VFX, and enemy intents.

Version 1.5.0 adds an optional GES Runtime Event Bridge for all 47 public GCS runtime events, with repeatable synchronization and stable typed mappings. Version 1.4.0 party battles with up to three player units remain part of the same production workflow.

  • Six Game Card Editor modes for cards, decks, player units, enemies, statuses, and encounters
  • 145 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 47 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 cards, decks, player units, enemies, statuses, encounters, and their databases in Game Card Editor. Project-owned inspector extensions can add fields, sections, references, inline data, FlowGraph fields, validation, and custom UI Toolkit controls without modifying GCS source.

FlowGraph gameplay

Wire card effects, status rules, enemy intent patterns, hooks, loops, selectors, events, and presentation calls with 145 core nodes plus 2 Demo FX extensions before writing custom code.

Playable reference

Open 12 single-character battles and the three-member Party Showcase to inspect shared resources, ally targeting, Active Player switching, defeat, revival, reinforcement, removal, replacement, and card upgrades in the production runtime.

  • Game Card Editor
  • 145 core FlowGraph nodes
  • 47 built-in events
  • 3-member parties
Status
Released · Unity Asset Store · itch.io · Fab
Unity version
2021.3 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
145 core + 2 Demo nodes · 47 built-in events
Documentation
60 pages live
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?

13 playable battles and encounters: 12 single-character battles across 4 classes plus one three-member Party Showcase. The isolated Demo database sets contain 86 cards, 17 decks, 15 player units, 19 enemy definitions, 35 statuses, and 8 intent icons, all authored with the packaged tools and production runtime.

Does GCS support multi-character parties?

Yes. A battle can contain up to three player units. The party shares Hand, Draw, Discard, Exhaust, and Energy while each member keeps independent HP, Armor, statuses, hooks, identity, and presentation. Runtime APIs cover Active Player switching, ally and opponent targeting, roster changes, defeat, and revival.

Can I extend the Game Card Editor inspectors?

Yes. All six modes accept project-owned inspector extensions with serialized fields, sections, selectable options, GCS references, inline data, FlowGraph fields, validation, and custom UI Toolkit controls without modifying GCS source.

Can I add custom nodes and content types?

Yes. Custom FlowGraph nodes subclass one of 7 authoring base classes, and card types, tags, and description tokens register through attributes. Battle state, events, and content discovery are all reachable through the documented GCSApi.

How do I connect custom UI and game systems?

Use GCSApi for battle control, state access, party management, content discovery, and subscriptions to 47 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 the standalone GCS Samples ZIP from this page, then copy the folders you need into your project's Assets folder. The archive contains the sample folders and source files without Unity .meta files.

Does it depend on other assets?

No. The runtime has zero third-party dependencies.

Does it integrate with Game Event System?

Optionally. When both are installed, an optional bridge forwards GCS battle events into GES event channels. Neither asset requires the other.