A real-time auto-battler built in Unity where players construct a deck of units, summon them onto the battlefield, and fight through waves of enemies. Each playable commander archetype brings a unique roster of units and playstyle, from a Necromancer commanding undead horrors to a Mercenary leading hardened soldiers-for-hire.
- Unity 6 — game engine, scene management, NavMesh pathfinding
- Universal Render Pipeline (URP) — rendering and materials
- C# — all game logic and systems
- Unity NavMesh Surface — runtime AI pathfinding for unit movement
- TextMeshPro — all in-game UI text
- ScriptableObjects — data-driven unit definitions and stats
- Units autonomously seek, chase, and attack enemies using a finite state machine (Idle → Seek → Attack → Dead)
- NavMesh-based pathfinding — units navigate the arena and reroute when targets die
- Physics-based combat with physical and magical attack/defense stats
- Units re-target automatically after a kill
- Gold generates passively over time, capped at a configurable maximum
- Honor is earned by placing and killing units
- Both resources are tracked and broadcast via an EventBus so all UI updates instantly
- Summon panel displays available units with name and gold cost
- Buttons gray out automatically when the player cannot afford a unit
- Ghost preview follows the mouse on placement — shows the unit transparently before confirming position
- Placement is restricted to a defined friendly zone on the arena
- Right click or Escape cancels placement
- Per-unit health bars rendered in world space above each unit
- Live gold and honor counters update in real time
- Win/Lose result screen displayed on battle end
- EventBus pattern — all systems communicate through typed events with zero direct coupling
- ScriptableObject-driven unit data — new unit types require only a new asset, no new scripts
- Unit prefab system — each UnitData asset carries its own prefab for ghost and real unit spawning
- Selectable commander archetypes, each with a unique unit roster and playstyle
- Necromancer — summons undead monsters; units built around attrition and debuffs
- Mercenary — commands hired soldiers; units built around burst damage and economy
- Additional archetypes planned (e.g. Warlord, Archmage, Beast Tamer)
- Commander avatar placed on the battlefield — losing it means losing the match
- Enemy commander acts as a final boss unit with higher HP and special abilities
- Pre-battle lobby where players select 5 units from their unlocked roster to form a deck
- Cards cycle back after a cooldown, encouraging deck composition strategy
- Equippable items that modify unit stats or behavior
- Element system — Fire, Ice, Nature — affecting damage interactions
- Passive modifiers such as AoE attacks, slows, and single-target burst
- Synergy bonuses triggered when specific unit pairs are on the field simultaneously
- Example: Knight + Archer within range — Knight charges and stuns an enemy while Archer gains increased attack speed
- Designed to reward deliberate deck construction and positioning
- Randomized enemy wave compositions per stage
- Stage select screen with escalating difficulty
- Enemy units spawn and summon dynamically during battle
- Post-battle currency rewards based on performance
- Spend/Build stage between battles — invest in unlocking new units and upgrades
- Persistent progression across runs
Actively in development. Core battle loop, resource system, and unit summoning are complete. Commander system, deck building, and progression are next.