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Game Card System

Coming soon

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

Targets Unity 2021.3+ · Built-in and URP at release

Build complete card-battle content visually: author cards, decks, units, enemies, statuses, and encounters in ScriptableObject workbench modes, 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 ScriptableObject workbench modes cover cards, decks, player units, enemies, statuses, and encounters, with the Monitor keeping live Play Mode battles inspectable.

FlowGraph is the gameplay layer. Cards, statuses, and enemies use embedded graphs made from 140+ built-in nodes for damage, block, status rules, targeting, random choices, loops, hooks, events, VFX, and enemy intents, so large card libraries do not become large piles of one-off scripts.

  • Six Workbench modes for cards, decks, player units, enemies, statuses, and encounters
  • 140+ FlowGraph nodes for card effects, status rules, hooks, loops, selectors, events, VFX, and enemy intents
  • Play Mode Monitor plus runtime battle state, hand/deck flow, event hooks, and GCSApi integration
  • Playable reference demo with 12 scenes, 4 classes, 80 cards, 16 decks, 12 player units, 16 enemies, and 30 statuses

Visual authoring

Create the whole battle content model in focused editors: cards, decks, player units, enemies, statuses, encounters, databases, and live Monitor inspection.

FlowGraph gameplay

Wire card effects, status rules, enemy intent patterns, hooks, loops, selectors, events, and presentation calls with 140+ built-in nodes before writing custom code.

Playable reference

Use the included 12-scene demo as a concrete reference for classes, decks, normal encounters, elite fights, boss battles, statuses, enemies, and battle presentation.

  • Visual Workbench
  • 140+ FlowGraph nodes
  • Runtime API
  • Playable demo
Game Card System key art.
Status
Coming soon · in release prep
Unity version
2021.3 or newer (target)
Render pipelines
Built-in · URP (at release)
Third-party dependencies
None
Demo content
12 scenes · 80 cards · 16 decks · 30 statuses · 16 enemies
Documentation
67 pages live
Pricing
Announced at release

Resources

Frequently asked questions

When does Game Card System release?

The development build is feature-complete. The remaining release work is URP support, a final content pass, and Asset Store packaging. The release date will be announced on Discord and the blog.

What ships in the playable demo?

12 battle scenes across 4 classes, 80 cards, 16 decks, 12 player units, 16 enemies, 30 statuses, and 8 intent icons, all authored with the same Workbench and FlowGraph tools you get.

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.

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.