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 | Chinese Documentation | Video Tutorials | Discord | Unity ForumGame 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 C# extension APIs in one workflow.Create cards, decks, players, enemies, statuses, and encounters without rebuilding turns, energy, targeting, piles, status resolution, enemy Intents, rewards, or battle results for every project. The same assets and Behaviors edited in GCS are executed by the production runtime and can be inspected while the battle is running.🚀 Core FeaturesSix-Mode Visual Content EditorGame Card Editor provides Card, Deck, Player, Enemy, Status, and Encounter modes in one window. Create, search, filter, sort, preview, validate, and inspect references with Undo/Redo support.FlowGraph Gameplay AuthoringCards, 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. Build common mechanics by connecting nodes instead of creating a new C# type for every card.103 Documented Mechanic RecipesStart from 52 card recipes, 30 status recipes, and 21 enemy behavior recipes. Each recipe documents its node connections, configuration, and runtime boundaries, giving you a tested structure to adapt and balance.Complete Battle RuntimeGCS manages Battle Start, player and enemy phases, Battle End, Energy, targeting, Draw, Hand, Discard, Exhaust, Master Deck, status stacks and decay, Hooks, delayed effects, summons, player Choices, rewards, permanent upgrades, cost changes, Gates, victory, and defeat.Status and Hook SystemsStatuses can combine stacking, decay, numerical modifiers, Hook interception, and independent 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 IntentsBuild enemy behavior with Sequence, Weighted Random, HP Threshold, Once Per Battle, and Every N Turns patterns. The HUD previews the next Intent, while the runtime preserves pattern state and supports enemies entering or leaving battle dynamically.Real-Time Battle DiagnosticsGame Card Monitor provides Battle, Piles, Units, Phase, Gate, Flows, and Events views. Inspect live state, FlowGraph execution, wait sources, pile changes, and event history when a mechanic produces an unexpected result.Open C# Extension APIsGCSApi is the public entry point for battle control, state access, content discovery, and event subscription. GCS includes 43 built-in events, four automatic extension registries, seven custom node base categories, complete source code, copy-ready templates, and runnable examples. Connect custom UI, maps, quests, save systems, or project-specific mechanics to the same runtime.🧩 Built for Structured Content ProductionGCS was created while developing a production card roguelike, where interactions between costs, targets, piles, statuses, Hooks, Intents, UI, animation, and waits had outgrown scattered control scripts. Its shared data model and runtime make those dependencies visible and testable, so iteration can stay focused on mechanics, balance, and player decisions.GCS does not include or require an AI model. If you use AI agents, the six databases, FlowGraph structure, Validation, GCSApi, and Monitor provide clear boundaries for tasks such as:Creating and configuring content entriesAssembling or modifying FlowGraph BehaviorsTuning values and class buildsChecking references and configuration errorsDiagnosing issues from runtime recordsThe resulting assets remain editable, inspectable, and under the developer's control.📦 Included Content12 playable battles and 12 encounters across Warrior, Mage, Hunter, and Priest, with Normal, Elite, and Boss tiers80 cards, 16 decks, 12 player units, 16 enemies, 30 statuses, and 8 enemy Intent iconsComplete battle UI, hand, targeting, reward, 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: The Demo supports Built-in Render Pipeline and URPRuntime 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 nodesAPI: 147 public member names across 148 public signaturesEvents: 43 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 independently📌 Product ScopeGCS focuses on authoring, executing, extending, and diagnosing card roguelike battles. World maps, quest flows, account backends, online multiplayer, matchmaking, and project-specific save formats are not included. These systems can connect to battles through GCSApi and events.The Demo provides a runnable implementation and source reference without restricting the UI, artwork, VFX, audio, or scene presentation of your final project.Use the links above to review the documentation and tutorials or contact TinyGiants through Discord and the Unity Forum.【Version】 Game Card System 1.0.0Original 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 nodes10 node categories: Entry, Hook, Action, Get, Operator, Flow, FX, Event, Intent, and Group7 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 machineDraw, 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, and animation GatesDynamic enemy summoning and removal during battleGCSApi: 147 public member names across 148 public signaturesBuilt-In Events: 43【Editor Tools】Six-mode Game Card Editor: Card, Deck, Player, Enemy, Status, and EncounterFlowGraph 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】12 playable battle scenes80 cards16 decks12 player units16 enemies30 statuses12 encounters8 enemy Intent icons【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, 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





