← All news
New Asset

TBT is now in the Pixit catalog

Build tactical combat games with multi-level grids, AP movement, cover, fog of war, modular abilities, Overwatch, AI, grenades, melee, and powerful Unity editor tools.

TBT is now in the Pixit catalog
Build multi-level tactical maps, configure units without modifying source code, compose reusable abilities and create intelligent enemy encounters using an editor-friendly workflow. The engine focuses on the tactical combat layer while leaving objectives, campaigns, inventory and progression systems open for your own game design. Core Features Multi-level square grid system AP-based movement and turn management Separate 1 AP Move and 2 AP Dash visualization A* pathfinding with occupancy and movement costs Stairs and bidirectional traversal links Directional Half and Full Cover Configurable high-ground advantage Weapon range and accuracy penalties Critical hits, armor and armor piercing Hunker Down and temporary defense bonuses Grid-based line of sight and line of fire Unexplored, Explored and Visible fog states Smooth fog transitions and environment concealment Multi-level fog and upper-floor visibility Directional cone-based Overwatch Grenades with range, AoE and friendly-fire settings Melee attacks and melee-focused AI Runtime combat log and floating feedback Dynamic skill bar and tactical HUD World-space health and armor display Camera pan, zoom and orbit controls Data-Driven Content Create a broad range of units and abilities using reusable ScriptableObject assets: Unit Definitions Weapon Definitions Ability Definitions Ability Loadouts Combat Rules Animation Profiles Damage Effects Status Effects Armor Shred Effects Combine modular effects to produce new ability variants without duplicating combat code. Create standard shots, precision attacks, armor-piercing skills, stun grenades and other tactical abilities by changing data. Tactical AI Alien units use an awareness-based state system: Idle: Waits until contact is established Alerted: Finds cover and prepares an Overwatch ambush Search: Investigates the last known contact position Combat: Evaluates targets, weapon range, cover, high ground and line of fire AI units share contact information without using hidden player positions. Map Builder Create reusable tactical maps with dedicated editor tools: Environment Palette Scene placement and rotation One-click floor filling Multi-level placement Stair and traversal setup Walkable tile painting Restricted tile painting Vision Blocker painting Adjustable brush sizes Tile eraser Map baking and validation Visual models and tactical rules are separated. A large building can use any model while its movement and visibility footprint is authored directly on the grid. Unit and Prefab Creator Generate complete tactical character prefabs from your own models. The generator automatically configures: Tactical Unit component Root capsule collider Visual hierarchy Animator connection Animation controller bridge Animation event relay World-space HUD Alien spawn settings The runtime layer does not depend on the included demo models, allowing you to use Sci-Fi, military, fantasy or custom character assets. Animation Integration Connect your own Animator Controller through a reusable Animation Profile. Supported animation states include: Idle and locomotion Aiming and shooting Cover idle and cover shooting Grenade throw Melee attack Overwatch Hit reaction Death Stunned Vault and climb Animation Events can synchronize projectile release, grenade throws and melee impact frames. Timing-based fallbacks are available when events are not provided. Included Editor Tools Available under: Tools > Pixit Games > Turn Based Engine Create New Tactical Level Map Builder Unit Creator Ability Creator Configure Humanoid Controller Create Silent Beacon Demo Designed for Extension The engine uses separate Runtime and Editor assemblies and keeps demo content outside the reusable gameplay layer. Objectives, campaigns, inventories, save systems and progression are intentionally not enforced, giving you full control over the structure of your game. Included Content Playable tactical demo scene Example player and alien units Example weapons, abilities, effects and loadouts Combat HUD and world HUD prefabs Example fog, AI, grenade, melee and Overwatch setup MkDocs documentation source Step-by-step setup and troubleshooting documentation Start with the included demo, replace the visuals with your own assets and build your tactical game on top of a reusable combat foundation.
Published by Pixit GamesFollow on YouTube ↗

FROM THE STUDIO

More news

View all →