Locking equipment parts, custom main menu choices, auto-initialized Object Game Variables on combatants and scene objects – and other small improvements and fixes.

Head to the download page and grab the latest version!




  • Shops
    Selling individual items, weapons and armors can now depend on variable conditions.
  • Shops
    ‘Sell to Shop’ settings available.
    You can optionally limit which item types the player can sell to a shop.
  • Text Code
    ‘Log Text’ text code available.
    Displays the text of a log text, e.g. #logtext5# displays the text of log text with ID (index) 5.
  • Game Controls
    Custom player/camera control scripts can now be added to child objects.
  • Console Settings
    ‘Unity Console Output’ setting available.
    Optionally print new console lines in the Unity console when playing in the Editor.
  • Event System: Equipment Steps
    ‘Lock Equipment Part’ step available.
    Lock/unlock an equipment part of a combatant.
    Locked equipment parts can’t change equipment.
  • Event System: Equipment Steps
    ‘Check Part Locked’ step available.
    Checks if a selected equipment part of a combatant is locked.
  • Event System: Variable/Inventory Steps
    ‘Inventory To Variable’ step available.
    Stores the quantity of a selected item, currency, weapon or armor found in an inventory into a float game variable.
  • Status Effects
    End after turn/time now also allows using formulas, game variables, PlayerPrefs and game time to determine the turns/time.
  • Mouse/Touch Controls
    New mode ‘Hold’ available for mouse/touch controls.
    Recognizes the input while holding it down (i.e. everything between ‘Start’ and ‘End’).
    E.g. used in the ‘Mouse’ player controls.
  • GUI Boxes
    ‘Selected Choice Offset’ setting available.
    Optionally add an offset to the x-position of a selected choice.
    Setting also editable in the WYSIWYG editor.
  • Node Editor
    You can remove a focused node by pressing ‘Delete’.
    You can remove the focused nodes and all following nodes (remove chain) by pressing ‘ALT + Delete’.
    A focused node is displayed with an additional highlight around the node.
  • Main Menu
    ‘Custom Choice Settings’ available.
    You can add custom choices to the main menu (before the ‘Exit’ button).
    A custom choice will search for a game object in the scene and try to call a defined function on it.
    The call happens after the main menu is closed.
  • Input Keys
    ‘Hold Time’ setting available.
    When using input handling ‘Hold’ or ‘Down’, you can define the time the key has to be held to recognize the input.
  • Inventory Settings: Item Collection
    ‘Auto Close’ settings available.
    The item collection dialogue can automatically close after time.
  • Combatants
    The combatant’s object variables can be initialized with default variables.
  • Scene Objects
    ‘Object Variables’ settings available.
    You can automatically add an ‘Object Variable’ component to a scene object and initialize them with default values.



  • Editor: Events
    The ‘Close’ button will now display a question dialogue if you really want to close the event.
  • Status Effects
    Reapplying a status effect (i.e. applying it again when it’s already added) now also checks the hit chance.
  • Inventory Settings: Item Collection
    Playing an animation now uses Animation Types.



  • HUDs
    ‘Console’ type HUDs don’t throw an error when using ‘All Console Types’.
  • Random Battle Area
    Using a ‘Battle Object’ for the random battles blocked starting battles after the first battle.
  • Music
    Playing the same music that is currently stored could sometimes result in playing from the stored time.