Coming Soon to the Unity Asset Store

Wayfinder

Tactical RPG Framework for Unity

Build tactical RPGs with grid-based combat, pathfinding, abilities, and AI. Complete framework with height mechanics, turn management, and equipment systems.

// Preview combat for UI or AI decisions
float damage = CombatCalculator.Instance
    .PreviewDamage(knight, enemy, ability);

// Apply status effects
unit.ApplyStatusEffect(poisonDef, 5);  // 5 turns

// AI makes tactical decisions automatically
AIDecision decision = brain.MakeDecision();
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Key Features

Grid Combat

A* pathfinding with height-aware navigation and dynamic obstacles.

Ability System

Melee, ranged, and magic abilities with 10+ AoE patterns.

Turn Management

CT/Recovery Time system with action point economy.

Status Effects

Flexible status system with per-turn effects and conditions.

AI System

Utility-based AI with 200+ tunable decision parameters.

Data-Driven

ScriptableObject design for rapid iteration without code.

How It Works

1. Grid Movement & Pathfinding

Calculate movement ranges and pathfind with a single API call. Wayfinder's A* pathfinding respects height differences, obstacles, and FFT-style movement rules (walk through allies, blocked by enemies).

// Get movement range with pathfinding
Range range = new Range();
List<Tile> moveTiles = range.GetReachableTiles(
    unit.currentTile, 1, unit.move, unit, false
);

// A* pathfinding with height awareness
Pathfinder pathfinder = new Pathfinder();
List<Tile> path = pathfinder.FindPath(
    tileManager, unit, startTile, endTile, false
);
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2. Combat & Abilities

Execute abilities, query AoE targets, and preview combat outcomes before committing. The CombatCalculator provides deterministic results perfect for building UI tooltips or powering AI decision-making.

// Execute ability on target (proper API)
fireSpell.Perform(enemy, mage);

// Get AoE affected units
List<Unit> targets = ability.GetAffectedUnits(
    centerTile, caster
);

// Preview combat results
CombatResult result = CombatCalculator.Instance
    .PreviewFullCombatResult(knight, enemy, ability);
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3. Plug-and-Play AI

Add an AIBrain component to any unit and get FFT-quality tactical AI automatically. The AI evaluates movement, abilities, buffs, debuffs, positioning, and threat assessment - all configurable via ScriptableObjects.

// AI evaluates all possible decisions
AIBrain brain = unit.GetComponent<AIBrain>();
AIDecision decision = brain.MakeDecision();

// Execute AI decision
switch (decision.actionType) {
    case AIActionType.Attack:
        ability.Perform(target, unit);
        break;
}
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Frequently Asked Questions

What is Wayfinder and what types of games is it for?

Wayfinder is a complete tactical RPG framework for Unity that provides grid-based combat, unit management, ability systems, and turn-based mechanics. It's perfect for strategy RPGs with grid movement, height-based tactics, ability targeting, and turn order systems. The framework handles the complex systems so you can focus on game design and content.

Is Wayfinder inspired by Final Fantasy Tactics and Tactics Ogre?

Yes! Wayfinder is heavily inspired by classic tactical RPGs like Final Fantasy Tactics, Tactics Ogre, and Fire Emblem. It includes FFT-style CT/Recovery Time turn order (speed affects turn frequency), height advantage mechanics (damage and accuracy bonuses when attacking from above), comprehensive status effects (Poison, Haste, Slow, Stop, Sleep, etc.), and counter-attack systems. The AI even evaluates tactical decisions similar to FFT enemies, considering positioning, buffs/debuffs, and AoE optimization.

Can I preview combat results before executing actions?

Absolutely! Wayfinder's CombatCalculator provides deterministic combat previews perfect for building UI tooltips or powering AI decisions. Use PreviewDamage() and GetHitChance() to show players exactly what will happen before they commit to an action. The preview system accounts for all modifiers: height advantage, directional bonuses (front/side/back attacks), status effects, equipment, and more. This same system powers the AI's decision-making, ensuring consistent and predictable results.

How difficult is Wayfinder to integrate into my Unity project?

Wayfinder is designed for rapid prototyping and iteration. Set up your first tactical battle in under an hour using the included ScriptableObject templates and prefabs. Create units, abilities, and maps through Unity's Inspector without writing code. For custom mechanics, the extensible API and state machine architecture make it easy to add your own systems.

What pathfinding and grid features does Wayfinder include?

Wayfinder includes A* pathfinding with height-aware navigation (jump up/down mechanics), dynamic obstacle avoidance, and separate calculations for movement range vs ability range. The grid system supports height-based combat bonuses, jump/fall mechanics, and efficient range calculations. Pathfinding is optimized for large tactical maps with 20+ units.

How does the ability system work?

Wayfinder's ability system supports melee, ranged, and magic abilities with 10+ area-of-effect patterns (line, cone, circle, cross, etc.), height-based targeting, and flexible damage formulas. Abilities are ScriptableObjects you configure in the Inspector with range, AoE pattern, targeting rules, and effects. The system handles targeting validation, range checking, and effect resolution automatically.

Does Wayfinder have AI for enemy units?

Yes! Wayfinder includes FFT-quality tactical AI that rivals commercial tactical RPGs. The utility-based AI system evaluates all possible decisions (movement, abilities, targets) with sophisticated scoring for damage, healing, positioning, threat assessment, and survival. The AI understands buffs/debuffs contextually (e.g., Silence is more valuable against magic users), optimizes AoE abilities to maximize enemies hit while minimizing friendly fire, and evaluates height advantage for positioning. All 200+ scoring parameters are exposed via ScriptableObjects, so designers can tune AI behavior and create different tactical personalities without touching code.

Can Wayfinder integrate with other PEEK assets like TinySave?

Yes! Wayfinder is designed to work seamlessly with other PEEK assets. It integrates directly with TinySave for save/load functionality, preserving battle state, unit progression, and campaign progress. The modular architecture makes it easy to plug in your own systems or third-party assets for networking, UI, or other features.

What Unity version and platforms does Wayfinder support?

Wayfinder requires Unity 2021.3 LTS or newer and supports all major platforms: Windows, macOS, Linux, WebGL, iOS, and Android. The framework uses efficient pathfinding and includes performance optimization tools for large battles with 20+ units. The ScriptableObject-based design ensures fast iteration and minimal runtime overhead.

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Explore the Documentation

Learn how to build your first tactical battle, configure abilities, tune AI behavior, and master the grid combat system.