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Pixit Turn Based Engine

A modular, data-driven foundation for building XCOM-style tactical combat games in Unity.

Pixit Turn Based Engine provides the combat layer of a tactical game without forcing a campaign, objective, inventory, or progression structure on your project.

Core features

  • Multi-level square grid with stairs and bidirectional traversal links
  • AP-based movement with separate move and dash visualization
  • Directional half/full cover and configurable high-ground bonuses
  • Tile-authored walkability, restricted areas, vision blockers, and baked map data
  • Grid-based fog of war, line of sight, and line of fire
  • Data-driven weapons, units, abilities, effects, and loadouts
  • Overwatch cones, grenades, melee, armor, stun, and armor shred
  • Idle, Alerted, Search, and Combat alien AI states
  • Runtime combat HUD, world health bars, combat log, and feedback effects
  • Animator profile bridge with animation event and timing fallbacks
  • Editor tools for creating levels, maps, units, abilities, and controllers
  1. Install the engine.
  2. Create a tactical level.
  3. Build and paint the environment with the Map Builder.
  4. Create reusable units and prefabs.
  5. Compose abilities and effects.
  6. Configure animations.
  7. Playtest cover, AI, fog, and traversal before adding your game-specific objective layer.

Asset-independent runtime

The Runtime assembly does not depend on the included demo models. Replace every visual prefab with your own art while preserving the tactical systems.