Battle Scroll Tower Defence Toolkit - The Battle Cats toolkit
NexaCore Interactive
$10.99
$21.99
50%OFF
(no ratings)
Jump AssetStore
BSTD simplifies game scroll tower defence games development, like the Battle Cats. Letting you build deep, replayable games with minimal code, so you can focus on creativity and fun :)Jumpstart your game with the Battle Scroll Tower Defence Toolkit!Designed for both beginners and seasoned developers, this kit gives you everything you need to build deep, replayable battle-scroll tower defence games, without writing a single line of boilerplate.🛡️ Long Term SupportThe Battle Scroll Tower Defence Toolkit is being actively developed. Expect regular bug fixes and new features as the toolkit grows alongside your project. P.S. Feature requests are appreciated.✨ Everything You Will Ever NeedWhether you want a single-currency gacha roguelite or a sprawling chapter-based campaign with dozens of units, upgrades, and progression systems, this toolkit makes it possible.💸Create unlimited currencies, units, stages, chapters, boosts, and effects entirely in the Unity Inspector. Build a deck of units, pick your power-ups, and drop into battle, all with zero code setup.🏢Design stages with multi-wave enemy spawners and battle modifiers such as time limits, rarity restrictions, banned units, and HP scaling. Configure unlock requirements declaratively and let the system evaluate them automatically at runtime.🛡️Upgrade your units with level-based stat scaling, attack effects, passive trait bonuses, and special abilities like revive and shield. Pull new units through rarity-weighted gacha banners with full pity guarantee support, then evolve them through linked evolution chains.🔥Charge and fire rechargeable player abilities mid-battle that gain energy from time, kills, or base damage events.⚡Equip consumable or permanent boosts before entering battle for an extra edge. Stack Upgrade and Boost stat bonuses across the unified system.🗺️Progress through chapters and difficulties, earning stars, rewards, and persistent global upgrades that carry across every run, while level-scoped currencies and stage-scoped upgrades reset each battle for a clean competitive slate.💰Built-in offline earnings automatically calculate how much your global currencies accumulated while the app was closed, and apply it the moment the player returns.… and much more.✨ Almost Infinite DepthWith a declarative lock and requirement system, multi-difficulty stages, star-based rewards and evolution chains you can design a game loop that keeps players engaged through hundreds of hours of playtime.✨ Drag and Drop to Add FeaturesTo add an effect to a unit's attack, assign a gacha pool to a banner, or lock a chapter behind a star requirement. Simply drag and drop the target ScriptableObject into the Inspector field.🚀 Key Features- Create Your Game Logic in Seconds — All data is stored as ScriptableObjects; create entire games without writing a line of code.- Just Hit Play — Add the manager components, assign your assets, and your game loop runs immediately.- Fully Customisable UI — Use the pre-built Displayer prefabs or inherit from `DisplayerBase` and create your own. Dropping any Displayer into a scene gives you full, live functionality.- Built-in Save & Load — JSON-based persistence handles currencies, inventory, progression, pity, boosts, and upgrades automatically.- Multi-Difficulty Stages — Pair each difficulty with its own reward pool and star value without duplicating stage data.All Features:- Currencies- Unlimited count with configurable caps- Global (persistent) and Level (per-battle reset) scopes- Passive income with wallet capacity limits- Starting battle currency configurable via StatType upgrades- Offline earnings calculator- Units & Inventory- Per-unit stats: base HP, damage, range, speed, attack interval, and targeting- HP and damage scaling per level with configurable cost multipliers- Attack effects: apply Freeze, Slow, Knockback, Weaken, Crit, or custom effects on hit- Passive abilities: trait-based damage and damage-taken multipliers, effect immunities- Special abilities: Revive, Shield, and more — configurable per unit- Unit audio: assign per-unit attack and hit sounds- Deploy cooldown and per-unit deploy cost (level-scoped currency)- Evolution chain support via linked ScriptableObject references- Duplicate-based & currency-only upgrade model- Rarity system with rarity-based gacha filtering- Deck System- Named deck presets with configurable count and size limits- Duplicate unit toggle- Stage validity checks (required/banned unit modifiers)- Battle System- Multi-wave enemy spawner configurable per wave with time, kill-count, and base-HP triggers- Game-speed cycling with Upgrade-extended speed levels- Automatic reward evaluation and results screen with stars- Deploy cooldown reduction and cost reduction via StatType system- Configurable HP knockback triggers on the player and enemy base- Gacha- Weighted pool banners with single and multi-pull options- Per-option rarity guarantee independent of pity- Per-banner pity thresholds with configurable guaranteed rarity- Stages & Chapters- Star tracking per difficulty- Declarative unlock requirements (stages completed, star count, currency balance, owned units)- Multi-pool reward system with guaranteed and randomised reward entries- Upgrades- Global (persistent) and Stage (per-battle reset) scopes — stage upgrades reset automatically each battle- Additive and percentage StatType-based modifiers, scaling per level- Max battle currency amount, base HP, deploy cooldown, deploy cost, and more- Boosts- Consumable (single-use) or permanent pre-battle power-ups- Max battle currency amount, base HP, deploy cooldown, deploy cost, and more- Player Abilities- Charge from time, kills, or base damage events- Configurable charge requirements and effect application- Multiple equipped abilities support- Effects System- Freeze, Slow, Knockback, Weaken, and more- Applied to enemies on attack or on ability use- Passive immunity system per unit (ignore effects from specific-trait attackers)- Save System- One-call save reset for prestige-style wipes- Offline production is applied automatically on load- Easily extendableThe Battle Ducks — Demo Project is included so you can see every feature wired together before writing a single line of code of your own.All Features:- Currencies- Unlimited count with configurable caps- Global (persistent) and Level (per-battle reset) scopes- Passive income with wallet capacity limits- Starting battle currency configurable via StatType upgrades- Offline earnings calculator- Units & Inventory- Per-unit stats: base HP, damage, range, speed, attack interval, and targeting- HP and damage scaling per level with configurable cost multipliers- Attack effects: apply Freeze, Slow, Knockback, Weaken, Crit, or custom effects on hit- Passive abilities: trait-based damage and damage-taken multipliers, effect immunities- Special abilities: Revive, Shield, and more — configurable per unit- Unit audio: assign per-unit attack and hit sounds- Deploy cooldown and per-unit deploy cost (level-scoped currency)- Evolution chain support via linked ScriptableObject references- Duplicate-based & currency-only upgrade model- Rarity system with rarity-based gacha filtering- Deck System- Named deck presets with configurable count and size limits- Duplicate unit toggle- Stage validity checks (required/banned unit modifiers)- Battle System- Multi-wave enemy spawner configurable per wave with time, kill-count, and base-HP triggers- Game-speed cycling with Upgrade-extended speed levels- Automatic reward evaluation and results screen with stars- Deploy cooldown reduction and cost reduction via StatType system- Configurable HP knockback triggers on the player and enemy base- Gacha- Weighted pool banners with single and multi-pull options- Per-option rarity guarantee independent of pity- Per-banner pity thresholds with configurable guaranteed rarity- Stages & Chapters- Star tracking per difficulty- Declarative unlock requirements (stages completed, star count, currency balance, owned units)- Multi-pool reward system with guaranteed and randomised reward entries- Upgrades- Global (persistent) and Stage (per-battle reset) scopes — stage upgrades reset automatically each battle- Additive and percentage StatType-based modifiers, scaling per level- Max battle currency amount, base HP, deploy cooldown, deploy cost, and more- Boosts- Consumable (single-use) or permanent pre-battle power-ups- Max battle currency amount, base HP, deploy cooldown, deploy cost, and more- Player Abilities- Charge from time, kills, or base damage events- Configurable charge requirements and effect application- Multiple equipped abilities support- Effects System- Freeze, Slow, Knockback, Weaken, and more- Applied to enemies on attack or on ability use- Passive immunity system per unit (ignore effects from specific-trait attackers)- Save System- One-call save reset for prestige-style wipes- Offline production is applied automatically on load- Easily extendableAlmost all demo assets were generated using AI (mostly nano banana 1)Units and enemies (spritesheets) are substantially and manually edited, while the static images, such as backgrounds, are left mostly as they were generated





