What matters most to buyers
The major capabilities, ordered by practical value.
Technical infrastructure such as actors, services, and turn ownership is included, but the first question is what the framework lets you build and demonstrate.
012D and 3D tactical combat foundation
Create square-grid encounters with generation, cells, pathfinding, movement costs, occupancy, facing, range previews, and target feedback in either presentation mode.
- 2D/3D grids
- Pathfinding
- Movement
- Facing
- Overlays
02Modular abilities, targeting, and effects
Build spells and skills from reusable targeting, range, line-of-sight, area, condition, damage/healing, status, projectile, AI, and visual modules.
- Target filters
- AoE
- LOS
- Conditions
- Projectiles
03Tactical actions and reactions
Combine attacks, action-point costs, opportunity attacks, triggered reactions, ready actions, delayed turns, weapon-set swaps, and guarded End Turn behavior.
- Attacks
- Action points
- Reactions
- Ready
- Delay
04Inventory, equipment, and character rules
Use backpack and equipment systems, weapon sets, two-handed safeguards, health, statuses, stat modifiers, dice, and visual NodeGraph formulas.
- Inventory
- Equipment
- Weapon sets
- Stats
- NodeGraph
05Working UGUI and three demonstrations
Test the framework through supplied combat, inventory, initiative, action, ability, status, tooltip, party, combat-log, and turn-control interfaces in three distinct demos.
- Combat HUD
- Inventory UI
- 3 demos
- 2D example
- 3D examples
06Editor tools, source, AI, and snapshots
Set up and validate scenes, author actors and formulas, inspect and extend the source, use default AI paths, and connect supported combat snapshots to your own storage layer.
- Scene wizard
- Validator
- Source code
- AI
- Snapshots
Shared contractsInterfaces, data contracts, utilities, input abstraction, stable IDs, and extension seams.
CoreActors, turns, actions, grids, movement, attacks, reactions, health, persistence, and managers.
DefaultsReady-to-use implementations, UGUI, visual presentation, factories, settings, prefabs, and editor helpers.
ExtensionsAbilities, inventory, stats, animation, audio, parties, overlays, AI services, and optional modules.
DemosThree playable combat examples and reusable sample content demonstrating different presentations.