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.

Turn Bases Tactics Kit preview

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.