BASTION Turn-Based Combat Framework
Rated 0.0/5 from 1 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $19. The latest store price is $19, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $19 | Latest store price | |
| $19 | Unity Permanent Decrease 2026-09-12 2026-09-19 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About BASTION Turn-Based Combat Framework
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Stylized
- Theme > Military & Combat
COMBAT SYSTEM
• Comprehensive Status System: Stackable DOTs (Bleed, Poison), CC (Stun, Silence), and Riposte/Counter-attack mechanics
• Ability Framework: Modular skills for single-target, AOE, and resource management (Action Points, Mana, Stamina)
• Guard & Protection: Guardian system with damage reduction and redirect mechanics
• Melee Engagement System: Tactical ranged weapon restrictions when enemies are adjacent (Warhammer 40K style)
FORMATION & POSITIONING
• Rank-Based Formations: 4-slot system with position-locked abilities and auto-advance (Darkest Dungeon style)
• Formation Swaps: Dynamic rank position swapping with optional resource costs
• Visual Rank Placement: Transform-based positioning for custom formation layouts
TACTICAL FEATURES
• Automatic unit responses to combat events (Ripostes, healing triggers, buff refresh)
• Targeting Preview: Live visual feedback for AOE/Cone/Line/Single-target abilities with hit markers
• Zone of Control (ZoC): Opportunity attacks when enemies move
AI & BEHAVIOR
• 7 AI Modules: Ready-to-use behaviors (BestAbility, AttackNearest, AttackWeakest, HealAllies, BuffAllies, DebuffEnemies, RetreatOnLowHP)
• AI Presets: Configurable via ScriptableObject—Aggressive, Healer, Support, Tactical Controller
• Difficulty Scaling: Easy (0.85x) → Normal (1.0x) → Hard (1.15x) priority weighting
MOVEMENT SYSTEMS
• Grid Movement: Classic tile-based with obstacle detection
TECHNICAL WORKFLOW
DESIGNER-FRIENDLY
• ScriptableObject Driven: Handle balancing and design entirely within the Inspector—no coding required
• Visual Targeting System: Live preview of ability impact zones before casting
• Formation Templates: Pre-configured 4-rank formations for quick setup
DEVELOPER-FRIENDLY
• Event-Bus Architecture: Seamlessly trigger VFX, SFX, and UI updates using pre-defined event hooks
• Clean Code: Modular C# architecture, interface-based, optimized for performance (Low GC allocation)
• Extension Points: ITargetingStrategy, IAbilityValidator, IAIModule for custom behaviors
• AI-Coding Friendly: Works seamlessly with GitHub Copilot for rapid prototyping
WHAT'S INCLUDED
SCENES & EXAMPLES
• Starter Scene: Minimal setup for quick prototyping
• Grid Demo Scene: Grid-based combat showcase tactical positioning
• Full Demo "Brightest Dungeon": Hand-drawn character showcase with all features
CONTENT
• 7 AI Presets (Aggressive, Healer, Support, Tactical, and variants)
• Status Effect Library: Bleed, Poison, Stun, Silence, and custom templates
• Ability Templates: Attack, Heal, Buff, Debuff, Utility
• Formation Presets: Ready-to-use 4-rank setups
PERFECT FOR
- Tactical RPGs (Darkest Dungeon, Divinity: Original Sin style)
- Squad-based Combat (XCOM, Warhammer 40K Mechanicus style)
- Turn-based Strategies (Fire Emblem, King's Bounty)
- Educational Projects learning combat system design
HIGHLIGHTS
Zero Setup Required - Drag-and-drop into a Unity project and start prototyping
Designer Paradise - Adjust difficulty, AI behavior, and combat balance without touching code
Performance Optimized - Low garbage allocation, efficient pathfinding, optimized event system
Extensible - Add custom abilities, status effects, and AI modules with clean interfaces
Well-Documented - API reference, setup guides, and troubleshooting for every system