Build grid / inventory auto-battlers like Backpack Battles and The Bazaar. Place items, build synergies, watch a deterministic auto-resolve battle. Shop, run loop, and a Balance Simulator.The engine behind item-placement auto-battlers like Backpack Hero, Backpack Battles and The Bazaar, ready to drop in. Place items on a grid, line up adjacency synergies, press Battle, and a deterministic auto-resolve plays out. You bring the theme and the art.What it doesGrid placement with rotation, plus adjacency and aura synergies between itemsA deterministic cooldown-timeline battle: damage, heal, shield and poisonShop with reroll and sell, round-scaled rarity, a run loop with lives and meta progressionItems are data assets (footprint, stats, tags, synergy rules), so you design content with no codeA Balance Simulator that runs the real engine over many seeds and flags dead and over-strong items and how hard each round isA Validator that catches common content mistakesWhat's includedA drop-in uGUI screen and a cannot-break IMGUI demo, a sample item set, two demo scenes, full source and documentationGood to know: the engine is integer and seeded, so a run plays out the same every time and the simulator matches live play. Single player works out of the box; async PvP is an optional seam you fill from any backend, with no real-time netcode and nothing bundled. The views are built in code with no prefabs and no TextMeshPro.Requirements:Unity 2021.3 or newer (made on 2022.3). Built-in, URP and HDRP. No third-party packages.Support: info@favengames.comItem-Synergy Auto-Battler Framework is a render-agnostic, UI-and-logic-only framework with no third-party dependencies and no bundled SDKs. The core is a deterministic, seeded integer engine (xorshift32) split into clean assemblies (Runtime, UI, Editor, Demo, DemoEditor) under a single Assets/FavenGames/GridBattler root, all in the FavenGames.GridBattler namespace. It models grid placement with rotation and 4-neighbour adjacency, integer-exact synergy resolution (Self and Aura rules with flat and percentage modifiers), a fixed-step cooldown-timeline battle (damage, heal, shield and poison), a shop with round-scaled rarity weighting, a run loop with lives and meta progression, and save and load over a swappable IGridBattlerSaveStore (PlayerPrefs and file included). Items are ScriptableObjects, so content is authored with no code. The drop-in uGUI views are built in code with procedural sprites (no prefabs, no TextMeshPro), and a cannot-break IMGUI demo ships as a scene. Editor tools include a Setup window, a Balance Simulator that runs the real engine headless for engine-exact item and difficulty reports, a Database Validator, and custom inspectors. Single player uses a deterministic AI opponent; async PvP is an optional IOpponentProvider seam with no real-time netcode. Built-in, URP and HDRP, 2D and 3D, authored on Unity 2022.3 (minimum 2021.3).This package was created with the assistance of AI tools. All code, content and documentation were reviewed, edited and tested by a human developer before release. The package contains no third-party assets and no generative-AI runtime dependencies.





