Tactix is a hybrid-casual RTS drafting and auto-battler game. Draft your custom army squad of knights, archers, and heavy units in real time, place them strategically on a battle grid, and dominate opponents in fast-paced matches.
Combining card drafting mechanics with grid-based tactical placement, Tactix requires players to evaluate enemy unit synergies, plan counter-drafts, and manage energy reserves.
Engineered with smart AI unit pathfinding and GPU-instanced unit rendering, Tactix executes large-scale tactical battles without performance bottlenecks.
Real-time card drafting mechanic with dynamic card options and comeback balancing.
Grid-based tactical placement system with automatic battle execution.
Smart AI unit pathfinding and attack priority state machine controllers.
Auto-battler games require rendering dozens of active units moving, attacking, and casting effects simultaneously. We optimized unit execution by replacing complex Update loops with a centralized combat coordinator system.
How our team bypassed complex bottlenecks to achieve smooth frame execution and frictionless player retention.
Instantiating and initializing a large number of stylized 3D units, loading their assets, and binding skin weights on the same frame caused severe CPU spikes (up to 560ms), creating visible micro-freezes every time the board rebuilt between rounds.
Built a decoupled Model-View-Controller architecture with cached transform loops and compressed mesh streams to eliminate CPU bottlenecking.
Frequent instantiation and destruction of units, projectiles, and particle VFX led to high memory allocation overhead, triggering automatic Garbage Collection sweeps that caused gameplay hitches during active combat.
Engineered responsive input managers and a custom asset loading pipeline that keeps startup loading times under 3 seconds.
Engineered gameplay mechanics and custom technical pipelines powering Tactix: think. draft. dominate..
Every production title at CubeStaX undergoes strict frame profiling, memory optimization, and compliance testing.
Locked Performance
Frame Setup Spike Reduction
GC Allocations in Battle
Asset Stream Automation





