Description
Creating a great RPG is already a huge adventure. Building a powerful, flexible, and polished turn-based battle system on top of that can quickly become one of the most complex and time-consuming parts of the entire project.
Ultimate Turn-Based Battle System is built to solve exactly that.
This kit gives you a complete foundation for creating strategic turn-based battles in Unity, so you can spend less time fighting complicated battle logic and more time building the world, story, characters, quests, dungeons, and emotional moments that make your RPG special.
Whether you are creating a classic JRPG-inspired adventure, a monster-battling game, a tactical story-driven RPG, or your own unique turn-based experience, this system gives you the tools to get started quickly and expand deeply.
Links
Demo Game: Play the demo here
Official Arktentrion Discord Server: Join the community
Documentation: Check the documentation here
YouTube Tutorials & Updates: YouTube Channel
Why This Kit Exists
A good turn-based battle system is not just “select attack and deal damage.”
It needs heroes, enemies, skills, items, equipment, status effects, stats, levels, EXP, enemy teams, rewards, UI, targeting, animations, battle scenes, damage formulas, weaknesses, resistances, and much more.
Building all of that from scratch can take months.
With Ultimate Turn-Based Battle System, the hardest technical foundation is already prepared for you.
You can focus on what really matters:
Creating memorable heroes
Designing dangerous enemies
Writing your story
Building your world
Balancing exciting battles
Creating unique skills and items
Making your RPG feel alive
Major Features
Complete turn-based battle system for Unity
Powerful state-machine-based battle flow
Easy-to-use dedicated Unity editor window
Create heroes directly inside the editor
Create enemies directly inside the editor
Create enemy teams for encounters
Create customizable battle screens
Create skills with damage, healing, status effects, VFX, and targeting
Create usable battle items
Create equipment and equipment types
Create status effects such as poison, regeneration, buffs, and debuffs
Global stat system
Global affinity system
Weak, Resist, Block, Repel, and Absorb affinity reactions
Physical and magical damage types
Customizable damage formulas
Critical hit settings
Damage variation settings
Defend action and defend multiplier
HP and MP systems for heroes and enemies
Level and EXP system for heroes
Enemy level scaling
Skill unlock levels
Enemy AI skill availability by level
Active and reserve party setup
Hero switching support
Inventory manager
Money manager
Item and equipment persistence
Save/load support through PlayerPrefs-based managers
Battle result and reward handling
EXP rewards
Money rewards
Item drops
Equipment drops
Turn order based on Speed
Turn indicators
Target indicators
Customizable battle UI prefabs
Battle notifications
Skill, item, and enemy info panels
Damage number popups
Animation event handling
Spawn, despawn, attack, defend, damage, block, repel, absorb, and death animation support
Example scenes included
Example battle setups included
Beginner-friendly workflow
Fully customizable for advanced Unity users
Easy Content Creation
The included editor window gives you dedicated tools for creating almost everything your battle system needs:
Stats
Affinities
Status effects
Skills
Battle screens
Heroes
Enemies
Enemy teams
Items
Equipment types
Equipment
Calculation settings
This makes the kit approachable even if you are still learning Unity.
Instead of manually creating complicated prefab structures and data references, you can use the built-in tools to create battle content step by step.
Advanced users can still fully customize, extend, and modify the system with their own code, assets, UI, animations, and gameplay logic.
Built for RPG Developers
This kit is especially useful if you want to create an RPG but do not want to spend the majority of your development time building the battle foundation from zero.
You can create your own heroes, give them unique stats and skills, define enemy weaknesses, build enemy teams, reward the player with EXP, money, items, and equipment, and design different battle scenes for different areas of your game.
The goal is simple:
You should be able to focus on your game, not on rebuilding the same complex RPG battle systems again and again.
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