I will build turn based combat prototype with grid ai and abilities

I
ironwake1
I
ironwake1
Ironwake

About this gig

Hello amazing buyer,


A turn based combat system can look simple until the rules start colliding. Who acts next? How far can they move? Is the target in range? What happens when a status effect changes the turn? If those rules aren't connected to one combat state, the UI, AI and gameplay can start disagreeing with each other.


We build the combat flow around the actual rules of your game. Turn order feeds the UI, grid calculations determine available actions, AI evaluates possible decisions, and abilities and status effects respond to the same combat state.


We can build:

  • Turn queue, initiative/priority and active unit logic
  • Grid movement, reachable cells and range validation
  • Weighted AI decisions based on your tactical rules
  • Status effects and ability/progression hooks
  • UI connected to real turn and combat data


The result is a combat framework you can expand instead of a collection of disconnected turn buttons and temporary checks.


Send your UE version, combat rules, references, and whether we're integrating into an existing project or building the framework. We'll confirm scope first.

Get to know Ironwake

Ironwake

Unreal Engine Combat, AI and Multiplayer Systems Team

  • FromBrazil
  • Member sinceAug 2026
  • Avg. response time4 hours
  • Languages

    English, Spanish, Portuguese
Hello amazing buyers, we're Ironwake a team of passionate developer and artists We build the systems that make an Unreal Engine game actually play well from combat, turn based logic, multiplayer sync, and the bug fixes that happen when any of it breaks. We cover combat and AI, Niagara VFX and UI, and networking and debugging. You get one team instead of three separate freelancers who don't talk to each other Tell us what's broken or what you're building. We'll tell you exactly what it takes.

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