Card Game Core – Roguelike Deck-Building


Create roguelike deck-building card games, like Slay the Spire, Monster Train, or Across the Obelisk, using this Unity asset with cards, enemies, skills, targeting, energy, and turn-based combat.


by Just 5 Store


Price History +

Create, customize, and expand your own roguelike deck-building card game in Unity using this modular gameplay core.


Designed with a clean and extensible architecture, this template provides everything you need to build turn-based card battles, fantasy deckbuilders, RPG combat systems, and games inspired by classics like Slay the Spire, Monster Train, Across the Obelisk, and Inscryption.


Easily create your own cards, enemies, skills, effects, and combat mechanics using an organized workflow based on ScriptableObjects, prefabs, and C#.

The package includes a fully playable demo scene, allowing you to immediately test combat flow, card interactions, enemy AI, targeting, energy management, and deck mechanics.


HELPFUL LINKS: | 🌐 WEBSITE | 💬 DISCORD |


🎮 FEATURES


🃏 Turn-Based Card Combat

Build engaging card battles with a complete gameplay loop.

✔ Draw cards

✔ Play cards

✔ Spend energy

✔ Attack enemies

✔ Cast skills

✔ Discard cards

✔ Enemy turn

✔ New player turn


🎴 Deck, Hand & Discard System

Everything required for classic deckbuilder gameplay.

  • Deck container
  • Hand management
  • Discard pile
  • Random card draw
  • Automatic discard
  • Deck reshuffle
  • Configurable hand size
  • Smooth card movement

⚙ Modular Card Components

Create new cards without rewriting the entire system.

Simply extend the base card component and build mechanics like:

  • ⚔ Damage
  • 💥 Multi-target attacks
  • ❤️ Healing
  • 🛡 Defense
  • ☠ Poison
  • ✨ Buffs & Debuffs
  • 🎴 Card Draw
  • ⚡ Energy Gain/Loss
  • 🔮 Custom Effects

👹 Enemy Action System

Enemies use reusable action assets, making AI easy to extend.

Includes:

  • Enemy attacks
  • Healing
  • Intent preview
  • Multiple enemies
  • Death handling
  • Boss-ready architecture
  • Custom enemy behaviours

🎯 Targeting System

A familiar deckbuilder targeting experience.

  • Arrow targeting
  • Enemy selection
  • Card validation
  • Effect execution
  • Cancel targeting

Perfect for attacks, spells and tactical abilities.


❤️ Player System

Ready-to-use player controller featuring:

  • Health
  • Energy
  • Turn management
  • Damage
  • Healing
  • Death events
  • UI synchronization

Easily expandable with armor, block, mana, rage, stamina, classes, relics or RPG progression.


🖥 Demo UI & Prefabs

Includes production-ready prototype assets:

  • Card prefab
  • Enemy prefab
  • Card popup
  • Targeting arrow
  • Runtime UI
  • Main Menu
  • Gameplay Scene

Replace the included graphics with your own artwork in minutes.


✨ Lightweight & Easy to Extend

The project is intentionally kept lightweight and beginner-friendly.

  • Clean architecture
  • ScriptableObject workflow
  • Easy to customize
  • Highly modular
  • Beginner-friendly codebase
  • Production-ready foundation

🎯 Perfect For

  • 🃏 Roguelike Deckbuilders
  • ⚔ Fantasy RPGs
  • 🎴 Card Battlers
  • 🏰 Dungeon Crawlers
  • ♟ Strategy Games
  • 🎮 Indie Projects
  • 🚀 Game Jams
  • 🧪 Rapid Prototyping

🔗 Works Great With

  • Fantasy UI Kits
  • Card Frame Packs
  • Card Illustration Packs
  • RPG Icon Packs
  • Character Packs
  • Enemy Packs
  • VFX Packs
  • Inventory Systems
  • Quest Systems
  • Dialogue Systems
  • Save Systems
  • Localization
  • Analytics
  • Economy Systems
  • Shop Systems

🔧 Recommended Integrations

  • Easy Save
  • PlayFab
  • Unity Localization
  • Odin Inspector
  • Scriptable Sheets
  • Dialogue System for Unity
  • Yarn Spinner
  • Inventory Systems
  • Quest Frameworks
  • RPG Frameworks
  • Damage Numbers
  • Fantasy UI Packs
  • Character Packs
  • Audio Libraries

📦 Requirements

Required

  • Unity UI (uGUI)
  • TextMesh Pro
  • Unity Input System

📝 Please Note

This asset provides the core gameplay framework for a roguelike deckbuilder.

Features such as map progression, relics, shops, meta progression, save/load systems, procedural generation, LiveOps, multiplayer, or collection management are intentionally left for developers to build according to their own game design.