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: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price | |
| $4.99 | Unity First Price 2026-10-02 2026-10-02 |
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 Grid Movement & Turn Order System
Grid Movement & Turn Order System
How far can it go? Which way does it walk? Whose turn is it? Where does the squad start? Every tactics project writes these first and finds them brittle the moment terrain costs or the turn-order scheme change. This package is that groundwork, driven by data.
WHAT IT DOES
- Movement ranges that accumulate terrain costs. Plain 1, forest 2, marsh 3 - and because costs are expanded in order, the way returned is always the cheapest: two cells at 1 beat one at 3.
- Routes come back with the range. Every reachable cell carries the cheapest way to it, so hovering cell after cell to preview a route never repeats the search.
- Movement profiles are data, not an enum. "On foot", "flying" and "swimming" are ScriptableObjects: flying ignores both the costs and the walls, swimming crosses the marsh for 1 but cannot enter the forest. You never build a terrain-by-profile table.
- Passing and stopping are separate questions. An ally may be crossed but not stood on; an enemy blocks the way; an incorporeal unit passes through both. One setting each.
- Threat ranges in one call: every cell an enemy could strike after moving, which is the overlay players most want - whether standing here means being hit.
- An approach AI that measures closeness by the distance actually walked. Judged by the straight line, the cell in front of a wall looks closest and the unit never moves again; spreading costs outwards from the target into a distance field fixes that, and it goes round.
- Turn order in two schemes: team phases (your side moves everyone, then the enemy) and initiative (one unit at a time by speed, sides interleaved). Switching is a different settings asset. A look-ahead method feeds an initiative bar.
- Pre-battle deployment from a zone and a formation, with blocked slots shunted to the nearest free cell so a deployment never fails for want of one square. Several squads deploy side by side.
- Square grids with or without diagonals, and hexes.
IS IT CUSTOMIZABLE?
Yes, in the three places that decide whether an asset can enter a project that already exists.
It does not know your board. Tilemap, a plain two-dimensional array, squares in 3D - implement two small interfaces and it works. Cells are plain Vector3Int, so there is no bespoke coordinate type to learn.
It has no UI. The colour of a range, the shape of a route arrow, the look of an initiative bar: those are the character of your game. The package returns cells and verdicts; the demo shows a complete worked example of drawing them.
It has no combat maths. Damage, accuracy and skills are out of scope, which makes it easiest to adopt for people who have already written theirs.
TRY IT IN TWO MINUTES
A showcase scene is included. One menu click builds it; pressing Play auto-runs fourteen captioned scenes covering every feature, looping forever with no input, with the cost of reaching each cell drawn on it. The demo contains no imported image, audio clip or font. A self-check menu runs 140 checks in memory and prints the result to the Console.