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
Recommended workflow¶
- Install the engine.
- Create a tactical level.
- Build and paint the environment with the Map Builder.
- Create reusable units and prefabs.
- Compose abilities and effects.
- Configure animations.
- 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.