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Simple JRPG

Turn-based combat API for Unity. 5 turn systems, 11 actions, 20 events. Pure C# with zero engine dependencies — your rules, your formulas. Free forever.

5 Turn Systems 11 Actions 20 Events Pure C# Zero Dependencies Template Generator
BattleExample.cs
// Pure C# — no MonoBehaviours, no singletons
using SimpleJRPG;

var battle = new Battle();
var combatants = new List<ICombatant>
{
    hero,    // Team 0
    dragon   // Team 1
};

battle.OnBeforeDamage += e =>
{
    if (e.Target.HasStatus("Shielded"))
        e.Amount *= 0.5f;  // your formula
};

battle.Start(combatants, new ClassicTurnSystem());
var actor = battle.BeginNextTurn();
battle.DealDamage(actor, dragon, 42);
battle.EndTurn();

Stop Writing Battle Systems from Scratch

Simple JRPG handles the battle flow so you can focus on what makes your game unique — your damage formulas, your status effects, your UI. Set up your characters, pick a turn system, and start calling actions.

You Do the Math

Simple JRPG doesn't care what your stats look like or how you calculate damage. That's all yours.

We Run the Battle

Turn order, state tracking, win/loss detection, event broadcasting. Create a battle, add characters, pick a system — you're running.

Pure C#

No singletons, no MonoBehaviours, no ScriptableObjects, no Unity dependencies. Test your battle logic anywhere .NET runs.

5 Turn Systems Included

Classic

Characters act in speed order, one round at a time. The standard JRPG turn system.

ATB (Active Time Battle)

Each character has a gauge that fills based on speed. When it's full, they act. Faster characters act more often.

Timeline / CTB

Every action has a cost. Heavy attacks push your next turn further away. A visible timeline shows who acts when.

Press Turn

Teams take turns in phases. Each phase starts with action points. Smart plays conserve them; mistakes waste them.

Action Point

Save points by skipping your turn, then spend them later for multiple actions in a row. Risk and reward.

Build Your Own

Implement the turn system interface and create whatever turn order logic your game needs.

11 Actions, 20 Events

Actions

  • DealDamage — hit one target or a whole group
  • Heal — restore HP to one or many
  • Kill / Revive — knockouts and comebacks
  • ApplyStatus / RemoveStatus — poison, stun, whatever you define
  • ApplyBuff / RemoveBuff — attack up, defense down, your call
  • Flee — escape from battle
  • RemoveCombatant — pull a character out entirely
  • EndBattle — manually end with a specific outcome

Events

  • Battle started / ended, turn started / ended
  • Before damage / before heal (intercept and modify)
  • Damage dealt / healed
  • Character KO'd / revived
  • Status applied / removed
  • Buff applied / removed
  • Fled / character removed
  • Group damage / group heal / group status / group buff

What's Included

Documentation

11-page HTML docs with multi-page and single-page format, light/dark mode, and full API reference.

Cookbook

15 copy-paste recipes: mana costs, elemental weakness, status timers, buff stacking, critical hits, drain, instant kill.

Demo Scenes

5 interactive demo scenes, one per turn system. Plus a Demo Hub and Template Generator for quick starts.

Technical

Unity2021.3+ PipelineAny PlatformsAll DepsZero RuntimePure C# Turn Systems5

Battle Orchestration, Handled

5 turn systems. 11 actions. 20 events. Zero opinions on your game design.

Get Free on Unity Asset Store