GameCardSystem (GCS) is a visual card roguelike framework for Unity with unified databases, FlowGraph authoring, a complete battle runtime, and live diagnostics for developers and AI agents.Create Content Visually and Build Complete Card Roguelike Battles with FlowGraphOfficial Website | Play Demo | Documentation | Video Tutorials | DiscordGame Card System (GCS) is a visual card roguelike battle framework for Unity. It combines content authoring, FlowGraph-based gameplay design, a complete battle runtime, Play Mode diagnostics, and open C# extension APIs in one workflow.Create cards, decks, player units, enemies, statuses, and encounters without rebuilding turns, energy, targeting, piles, status resolution, enemy Intents, rewards, or battle results for every project. The assets and Behaviors edited in GCS run directly in the production runtime and remain inspectable while the battle is running.🚀 Core FeaturesSix-Mode Visual Content Editor: Create and manage Cards, Decks, Players, Enemies, Statuses, and Encounters in one window. Search, filter, sort, preview, validate, inspect references, and use Undo/Redo throughout the workflow.Extensible Workbench Inspectors: Extend all six Workbench modes with project-owned content types, serialized fields, custom sections, selectable options, GCS references, inline data, FlowGraph fields, validation, and custom UI Toolkit controls without modifying GCS source.FlowGraph Gameplay Authoring: Cards, Statuses, and Enemies each own a FlowGraph Behavior. A complete Demo installation provides 147 available nodes for damage, healing, Armor, Energy, card movement, targeting, calculations, branches, loops, Hooks, enemy Intents, events, VFX, SFX, animation, and waits.103 Documented Mechanic Recipes: Start from 52 card recipes, 30 status recipes, and 21 enemy behavior recipes. Each recipe documents its node connections, configuration, and runtime boundaries.Complete Battle Runtime: GCS manages battle phases, Energy, targeting, Draw, Hand, Discard, Exhaust, Master Deck, statuses, Hooks, delayed effects, summons, player Choices, rewards, permanent upgrades, cost changes, animation Gates, victory, and defeat.Multi-Character Party Battles: Build battles with up to three player units. The party shares its Hand, Draw, Discard, Exhaust, and Energy while each member retains independent HP, Armor, statuses, Hooks, identity, and presentation. Switch the Active Player, target allies or opponents, and add, replace, remove, defeat, or revive units at runtime.Configurable Party Policies: Control ordered or automatic member activation, reaction windows, enemy target selection, and custom victory or defeat rules through battle policies supplied before combat begins.Status and Hook Systems: Combine stacking, decay, numerical modifiers, Hook interception, and independent Status Behaviors. Hooks can modify or cancel damage, healing, Armor, Energy, drawing, card play, status application, and maximum hand size before results are committed.Previewable Enemy Intents: Build enemy behavior with Sequence, Weighted Random, HP Threshold, Once Per Battle, and Every N Turns patterns. The HUD previews upcoming Intents while the runtime preserves pattern state.Real-Time Battle Diagnostics: Game Card Monitor provides Battle, Piles, Units, Phase, Gate, Flows, and Events views for inspecting live state, FlowGraph execution, wait sources, pile changes, and event history.Open C# Extension APIs: GCSApi provides battle control, state access, party management, content discovery, and event subscription. GCS includes 47 built-in events, four automatic extension registries, seven custom node base categories, complete source code, copy-ready templates, and runnable examples.🧩 Built for Structured Content ProductionGCS uses one shared data model across authoring, execution, diagnostics, and extension APIs. Costs, targets, piles, statuses, Hooks, Intents, UI, animation, and waits remain visible and testable instead of being distributed across unrelated control scripts.GCS does not include or require an AI model. Developers using AI agents can work through the same structured databases, FlowGraphs, Validation results, GCSApi, and Monitor records used by the production workflow. The resulting assets remain editable, inspectable, and under the developer's control.📦 Included Content13 playable battles and 13 encounters: 12 single-character battles across Warrior, Mage, Hunter, and Priest, plus one three-member Party Showcase86 cards, 17 decks, 15 player units, 19 enemy definitions, 35 statuses, and 8 enemy Intent icons across isolated single-character and multi-character Demo database setsA Party Showcase featuring shared resources, Active Player switching, ally targeting, member defeat, revival, reinforcement, removal, and replacementComplete battle UI, hand, targeting, reward, upgrade, and result flowsEnglish and Chinese documentation with 103 FlowGraph recipesSeven custom node templates, seven finished extension examples, and a tutorial that builds a battle from an empty sceneEvery Demo battle uses the packaged databases, editors, FlowGraphs, and production runtime. There is no separate presentation-only battle implementation. Open the Demo content to inspect, copy, and adapt its assets and Behaviors.🛠️ Technical SpecificationsUnity: Unity 2021.3 LTS and later, including Unity 6Render Pipelines: Built-in Render Pipeline and URP Demo supportRuntime Dependencies: No third-party dependenciesSource Code: Complete C# source includedData Architecture: Six ScriptableObject database categories with GUID identificationFlowGraph: 145 core nodes plus two Demo FX extension nodesMechanic Recipes: 103 documented recipesAPI: 170 public member names across 184 public signaturesEvents: 47 built-in eventsMonitor: Seven real-time diagnostic viewsExtension Registries: FlowNode, CardType, CardTag, and DescriptionTokenCustom Nodes: Seven public extension base categoriesAnimation: TinyGiants TGTween includedGES Integration: Optional; GCS and GES work independentlyUse the links above to review the documentation and tutorials, play the browser Demo, or contact TinyGiants through Discord and the Unity Forum.【Version】 Game Card SystemOriginal Unity Version: 2021.3.45f2c1Supported Unity Versions: Unity 2021.3 LTS and laterCompatible Unity Version: Unity 6【Render Pipelines】Built-in Render Pipeline: SupportedUniversal Render Pipeline: SupportedHigh Definition Render Pipeline: The core runtime and editor tools are compatible, but Demo Materials and Shaders must be adapted by the project【Dependencies】Third-Party Runtime Assets: NoneDemo UI: TextMeshProAnimations and Transitions: TinyGiants TGTween includedGame Event System: Optional integration; GCS operates independently when GES is not installed【Architecture】Six ScriptableObject database categories: Card, Deck, Player Unit, Enemy Unit, Status, and EncounterDatabases and entities are identified by GUIDsCard, Status, and Enemy assets contain embedded FlowGraph BehaviorsThe project data root directory can be moved anywhere under AssetsComplete C# source code included【FlowGraph】145 core FlowGraph nodes9 executable node categories: Entry, Hook, Action, Get, Operator, Flow, FX, Event, and IntentEditor Groups organize FlowGraph sections without changing execution7 public custom node base categories: Mutator, Operator, Source, Selector, Control, Pattern, and VFX4 automatic extension registries: FlowNode, CardType, CardTag, and DescriptionToken【Runtime and API】Complete turn and phase state machineSingle-character and multi-character battles with up to 3 player unitsShared party Hand, Draw, Discard, Exhaust, and Energy with independent HP, Armor, Statuses, Hooks, identity, and presentation for each memberActive Player switching, ordered or automatic activation, reaction windows, and configurable battle-result policiesSelf, Ally, Opponent, Random, group, and Any Unit targetingRuntime player reinforcement, replacement, removal, defeat, and revivalDraw, Hand, Discard, Exhaust, Master Deck, and Reward PileStatus stacking, decay, numerical modification, and Hook resolutionEnemy Intent previews, Pattern state, and turn executionDelayed effects, player selections, post-battle rewards, permanent card upgrades, and animation GatesDynamic player and enemy roster changes during battleGCSApi: 170 public member names across 184 public signaturesBuilt-In Events: 47【Editor Tools】Six-mode Game Card Editor: Card, Deck, Player, Enemy, Status, and EncounterExtensible Workbench Inspectors for project-owned content types, fields, validation, and custom UI Toolkit controlsFlowGraph Editor: in-node editing, search, grid snapping, alignment, distribution, automatic layout, Groups, Validation, and Undo/RedoSeven-mode Game Card Monitor: Battle, Piles, Units, Phase, Gate, Flows, and EventsAdditional Tools: search, filtering, sorting, previews, Used By, reference pickers, Validation, and maintenance tools【Demo Content】13 playable battle scenes86 cards17 decks15 player units19 enemy definitions35 statuses13 encounters8 enemy Intent icons12 single-character battles across Warrior, Mage, Hunter, and Priest1 three-member Party Showcase with shared resources, ally targeting, Active Player switching, and runtime roster changesSeparate Single-Character and Multi-Character database sets【Documentation and Extension Resources】Complete Chinese and English online documentation103 FlowGraph mechanic recipes7 custom node templates7 complete extension examplesA complete tutorial for creating your first battle from an empty scene【Product Scope】GCS provides content authoring, rule orchestration, single-character and party battle runtime systems, diagnostic tools, and extension entry points for card roguelike battlesWorld maps, quest systems, account backends, online multiplayer, matchmaking systems, and project-specific save formats are not included as core systems. They must be implemented by the project and integrated through GCSApi or the event interfaces




