A drop-in framework for monster-taming games: capture, turn-based battles, a configurable type chart, active roster and reserve, evolution, wild encounters, a creature index and overworld companions.Making a creature collector means writing the same systems again and again: a type chart, a turn-based battle engine, capture rates, active roster and reserve storage, evolution, wild encounters, a creature index. This kit gives you all of it, ready to drop into your project.It is pure C# with no art and no third-party SDK, so it fits any 2D or 3D game on Built-in, URP or HDRP. You define creatures, moves and types as assets in the inspector. Press Play and the included demo runs a full battle by itself.Battles are deterministic. The built-in Battle Simulator runs the real engine to forecast a matchup exactly, so you can balance stats and types without entering play mode.A drop-in uGUI battle screen and an IMGUI demo that cannot break are both included. You bring the art and the game. The kit handles the rules.What's included- Configurable elemental type chart with a matrix editor- Turn-based battle engine: switching, items, capture, run, status conditions, stat stages, critical hits, elemental affinity bonus- Capture math, an active roster of five and an unlimited storage reserve- Levels, four experience curves, learnsets, level and item evolution- Aptitude modifiers and traits, both optional- Wild encounter tables per zone- A seen and caught creature index- Wild and challenger AI with three difficulty levels- Save and load over a store seam (PlayerPrefs or file), JSON- Overworld companion follow and a battle-assist hook- Setup window, Type Chart editor, database Validator and a Battle Simulator- Full source, single root folder, no SDKRequirements: Unity 2021.3 or newer. Built-in, URP and HDRP. No third-party packages.Planned updates: creature breeding and configurable companion utility actions.Support: info@favengames.comPure C# runtime split into Runtime, UI, Editor and Demo assembly definitions under a single root folder, all under the FavenGames.CreatureCollector namespace. Content is authored as ScriptableObjects (type chart, moves, species, encounter tables and a database). The battle engine is deterministic through a seeded xorshift RNG, which is what lets the editor Battle Simulator reproduce a fight exactly for balancing. No third-party SDK is bundled or required, and the core compiles on a clean project with none present. Saving goes through an ISaveStore seam with PlayerPrefs and file implementations using Unity JsonUtility. The drop-in uGUI screen is built in code with procedural sprites and legacy Text, so there is no TextMeshPro dependency. Authored on Unity 2022.3 LTS, minimum 2021.3. Built-in, URP and HDRP (UI and logic only, no shaders). No art assets are included.No generative AI art, audio, or 3D models are included in this package. All marketing images are rendered programmatically with Python (Pillow), not an AI image generator. The store description is written in plain language and reviewed by the developer.





