Build tactical combat games with multi-level grids, AP movement, cover, fog of war, modular abilities, Overwatch, AI, grenades, melee, and powerful Unity editor tools.Build multi-level tactical maps, configure units without modifying source code, compose reusable abilities and create intelligent enemy encounters using an editor-friendly workflow. The engine focuses on the tactical combat layer while leaving objectives, campaigns, inventory and progression systems open for your own game design.Core FeaturesMulti-level square grid systemAP-based movement and turn managementSeparate 1 AP Move and 2 AP Dash visualizationA* pathfinding with occupancy and movement costsStairs and bidirectional traversal linksDirectional Half and Full CoverConfigurable high-ground advantageWeapon range and accuracy penaltiesCritical hits, armor and armor piercingHunker Down and temporary defense bonusesGrid-based line of sight and line of fireUnexplored, Explored and Visible fog statesSmooth fog transitions and environment concealmentMulti-level fog and upper-floor visibilityDirectional cone-based OverwatchGrenades with range, AoE and friendly-fire settingsMelee attacks and melee-focused AIRuntime combat log and floating feedbackDynamic skill bar and tactical HUDWorld-space health and armor displayCamera pan, zoom and orbit controlsData-Driven ContentCreate a broad range of units and abilities using reusable ScriptableObject assets:Unit DefinitionsWeapon DefinitionsAbility DefinitionsAbility LoadoutsCombat RulesAnimation ProfilesDamage EffectsStatus EffectsArmor Shred EffectsCombine modular effects to produce new ability variants without duplicating combat code. Create standard shots, precision attacks, armor-piercing skills, stun grenades and other tactical abilities by changing data.Tactical AIAlien units use an awareness-based state system:Idle: Waits until contact is establishedAlerted: Finds cover and prepares an Overwatch ambushSearch: Investigates the last known contact positionCombat: Evaluates targets, weapon range, cover, high ground and line of fireAI units share contact information without using hidden player positions.Map BuilderCreate reusable tactical maps with dedicated editor tools:Environment PaletteScene placement and rotationOne-click floor fillingMulti-level placementStair and traversal setupWalkable tile paintingRestricted tile paintingVision Blocker paintingAdjustable brush sizesTile eraserMap baking and validationVisual models and tactical rules are separated. A large building can use any model while its movement and visibility footprint is authored directly on the grid.Unit and Prefab CreatorGenerate complete tactical character prefabs from your own models.The generator automatically configures:Tactical Unit componentRoot capsule colliderVisual hierarchyAnimator connectionAnimation controller bridgeAnimation event relayWorld-space HUDAlien spawn settingsThe runtime layer does not depend on the included demo models, allowing you to use Sci-Fi, military, fantasy or custom character assets.Animation IntegrationConnect your own Animator Controller through a reusable Animation Profile.Supported animation states include:Idle and locomotionAiming and shootingCover idle and cover shootingGrenade throwMelee attackOverwatchHit reactionDeathStunnedVault and climbAnimation Events can synchronize projectile release, grenade throws and melee impact frames. Timing-based fallbacks are available when events are not provided.Included Editor ToolsAvailable under:Tools > Pixit Games > Turn Based EngineCreate New Tactical LevelMap BuilderUnit CreatorAbility CreatorConfigure Humanoid ControllerCreate Silent Beacon DemoDesigned for ExtensionThe engine uses separate Runtime and Editor assemblies and keeps demo content outside the reusable gameplay layer.Objectives, campaigns, inventories, save systems and progression are intentionally not enforced, giving you full control over the structure of your game.Included ContentPlayable tactical demo sceneExample player and alien unitsExample weapons, abilities, effects and loadoutsCombat HUD and world HUD prefabsExample fog, AI, grenade, melee and Overwatch setupMkDocs documentation sourceStep-by-step setup and troubleshooting documentationStart with the included demo, replace the visuals with your own assets and build your tactical game on top of a reusable combat foundation.Technical Details:- Stylized low-poly sci-fi asset collection- Single-color material workflow- No complex texture dependency- Easy to recolor and customize- Optimized for real-time use- Suitable for Unity projects- Designed for mobile, PC, RTS, tower defense, strategy, and prototype games- Clean silhouettes for top-down, isometric, and third-person views- Modular robot parts included- Human and alien base building assets included- Defense and prop assets included- Humanoid-style characters are designed with rig-friendly proportions- Static props and buildings are ready for scene placementAI tools were used only during the early concept and reference stage to generate visual style references and template ideas.


