Jumpstart your game with the Battle Scroll Tower Defence Toolkit!
Designed for both beginners and seasoned developers, this kit gives you everything you need to build deep, replayable battle-scroll tower defence games, without writing a single line of boilerplate.
š”ļø Long Term Support
The Battle Scroll Tower Defence Toolkit is being actively developed. Expect regular bug fixes and new features as the toolkit grows alongside your project. P.S. Feature requests are appreciated.
⨠Everything You Will Ever Need
Whether you want a single-currency gacha roguelite or a sprawling chapter-based campaign with dozens of units, upgrades, and progression systems, this toolkit makes it possible.
šøCreate unlimited currencies, units, stages, chapters, boosts, and effects entirely in the Unity Inspector. Build a deck of units, pick your power-ups, and drop into battle, all with zero code setup.
š¢Design stages with multi-wave enemy spawners and battle modifiers such as time limits, rarity restrictions, banned units, and HP scaling. Configure unlock requirements declaratively and let the system evaluate them automatically at runtime.
š”ļøUpgrade your units with level-based stat scaling, attack effects, passive trait bonuses, and special abilities like revive and shield. Pull new units through rarity-weighted gacha banners with full pity guarantee support, then evolve them through linked evolution chains.
š„Charge and fire rechargeable player abilities mid-battle that gain energy from time, kills, or base damage events.
ā”Equip consumable or permanent boosts before entering battle for an extra edge. Stack Upgrade and Boost stat bonuses across the unified system.
šŗļøProgress through chapters and difficulties, earning stars, rewards, and persistent global upgrades that carry across every run, while level-scoped currencies and stage-scoped upgrades reset each battle for a clean competitive slate.
š°Built-in offline earnings automatically calculate how much your global currencies accumulated while the app was closed, and apply it the moment the player returns.
⦠and much more.
⨠Almost Infinite Depth
With a declarative lock and requirement system, multi-difficulty stages, star-based rewards and evolution chains you can design a game loop that keeps players engaged through hundreds of hours of playtime.
⨠Drag and Drop to Add Features
To add an effect to a unit's attack, assign a gacha pool to a banner, or lock a chapter behind a star requirement. Simply drag and drop the target ScriptableObject into the Inspector field.
š Key Features
- Create Your Game Logic in Seconds ā All data is stored as ScriptableObjects; create entire games without writing a line of code.
- Just Hit Play ā Add the manager components, assign your assets, and your game loop runs immediately.
- Fully Customisable UI ā Use the pre-built Displayer prefabs or inherit from `DisplayerBase` and create your own. Dropping any Displayer into a scene gives you full, live functionality.
- Built-in Save & Load ā JSON-based persistence handles currencies, inventory, progression, pity, boosts, and upgrades automatically.
- Multi-Difficulty Stages ā Pair each difficulty with its own reward pool and star value without duplicating stage data.
All Features:
- Currencies
- Unlimited count with configurable caps
- Global (persistent) and Level (per-battle reset) scopes
- Passive income with wallet capacity limits
- Starting battle currency configurable via StatType upgrades
- Offline earnings calculator
- Units & Inventory
- Per-unit stats: base HP, damage, range, speed, attack interval, and targeting
- HP and damage scaling per level with configurable cost multipliers
- Attack effects: apply Freeze, Slow, Knockback, Weaken, Crit, or custom effects on hit
- Passive abilities: trait-based damage and damage-taken multipliers, effect immunities
- Special abilities: Revive, Shield, and more ā configurable per unit
- Unit audio: assign per-unit attack and hit sounds
- Deploy cooldown and per-unit depl
Description sourced from the Unity Asset Store listing.