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.
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.