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The newest packages in the Unity Asset Store.
Updated: 55 min 34 sec ago

Drone Geran-2 (Shahed 136) UAV Rigged by EVOLVE Studio LTD

2026, April 9 - 22:40
Add this high-quality UAV rigged drone Geran-2 (aka Shahed 136) with launching catapult to your military games!

Number of meshes/prefabs: 2

Number of materials : 2

Number of textures: 11 total (9 + 2 hdrp masks)

Texture dimensions: 4K

Texel density: 1100+ px/m

Polygon count: 44.8K tris total (for 2 assets)

Rigging: Yes (wings, propeller, catapult, balloon, etc.)

Animation count: no

Animation type list: no

UV mapping: Yes

Lightmap UV: No

LOD information: No

Colliders: No

Types of materials and texture maps: PBR (BC, MetalSmooth, Normal, AO, HDRP_Mask)

Asset pack consist of Geranium-2 UAV and launching catapult. Drone comes in white and black colors. All the assets are rigged for possible animation (see screenshots).


USAGE:

- This model is suitable for use in PC/mobile game-development, VR/AR applications, advertising, design visualization, forensic presentation, etc.


DESCRIPTION:

- Model is fully textured with all materials applied

- White and black base color for Drone included.

- LowPoly model, that is perfect for game-development

- Clear topology with no any artefacts, holes, overlapping polygons and so on

- All materials and textures are intelligently named

- PBR materials

- No cleaning up necessary, just drop your models into the scene

- Real world scale 1:1


You will like it!

Evolve Studio LTD


Price $19.99

Monsters sea fish - large pack by Mixall

2026, April 9 - 22:25
A large animated Monsters sea fish pack. Here you'll find Marlin, Swordfish, Grenadier, Mahi-Mahi, Blobfish, Grouper, Cutlassfish, Oarfish, Red Grouper, Sea Dragon and other species.

Number of textures: 121

Texture dimensions: 2048x2048

Polygon count of: about 3 000 - 5 000 Faces

Number of meshes/prefabs: 31/30

Rigging: Yes

Animation count: 4

Animation type list: swim, eat, idle, dead

UV mapping: Yes

Types of materials and texture maps:PBR

Mixall studio presents a good solution for your games, VR projects and simulators: Monsters sea fish - large pack. A large animated Monsters sea fish pack. Here you'll find Sea Dragon, Ocean Sunfish, Piranha, Anglerfish, Atlantic Bigeye, Goliath Grouper, Sharksucker, Yellow Moray Eel, Black Moray Eel, Pufferfish, Atlantic Stargazer, Seahorse, Longnose Chimaera, Sawfish, Wolffish, and other species.


★ Key Features ★

  • 30 unique fish
  • Rigged model
  • Necessary animations: swim, idle, eat, dead
  • PBR textures
  • Underwater HDRI (The postprocessing and light effects of water shadows are not included in the package, only the underwater environment map)

★ Assets ★

  • 30 types of fish with animations: Marlin, Swordfish, Grenadier, Mahi-Mahi, Blobfish, Grouper, Cutlassfish, Oarfish, Red Grouper, Sea Dragon, Ocean Sunfish, Piranha, Anglerfish, Atlantic Bigeye, Goliath Grouper, Sharksucker, Yellow Moray Eel, Black Moray Eel, Pufferfish, Atlantic Stargazer, Seahorse, Longnose Chimaera, Sawfish, Wolffish, Lamprey, Longhorn, Sabertooth Fish, Spotted Handfish, Black Swallower, Sheepshead, Wrasse, Bathysaurus ferox

★ Other Assets ★

Combine this asset pack with our other assets:

Commercial sea fish - large pack

North river fish - large pack

River fish - large pack

AI Sea Fishes - ready solutions for your project

Corals - underwater props

Ocean fish - underwater world

Realistic corals - underwater props

River fish - underwater world

Sea Creatures

Sea fish - underwater world

Shark, dolphin and other sea animals

Underwater world - characters and props


Need support? Write to us: Mixall.team@gmail.com


★ Follow us on social media ★

INSTAGRAM | YOUTUBE | FACEBOOK

ARTSTATION | PINTEREST | DISCORD


Price $69.99

Horror Environment Pack URP - Modular Pharmacy Interior, Medical Props & VFX by MetaMix3D

2026, April 9 - 21:53
Horror environment pack for Unity featuring a modular pharmacy interior, medical props, flickering light VFX, custom glass shader, and eerie exterior terrain, optimized for URP and Built-In.
  • Number of textures: 234
  • Texture resolution: 2K
  • Number of meshes/prefabs: 64
  • Minimum polygon count: 16
  • Maximum polygon count: 29,408
  • Rigged: No
  • Animated: No
  • Animation count: 0
  • UV mapped: Yes
  • LODs: Not included
  • Materials and texture maps: PBR

Horror Environment Pack URP - Modular Pharmacy Interior, Medical Props & VFX


Build Complete Horror Environments - From Exterior to Interior


Horror Environment Pack URP provides a complete solution for building immersive horror scenes in Unity. This package includes both exterior environment elements and a modular pharmacy interior system, helping you create full horror locations with a consistent visual style. It is optimized for the Universal Render Pipeline and also supports the Built-in Render Pipeline.


Create Complete Horror Scenes

Start with the exterior using customizable terrain, five tree variants, three fence styles, and two atmospheric skyboxes. Move indoors with a fully modular pharmacy interior system that includes walls, pillars, floor tiles, shelving units, and furniture. The modular setup allows you to assemble unique layouts quickly and efficiently.


Extensive Medical Prop Collection

Populate your scenes with a wide range of detailed props designed for horror and abandoned medical environments. The pack includes medical instruments such as syringes, jars, mortar and pestle, and sewing needles, along with furniture and scene props including chairs, broken chairs, tables, cabinets, barrels, containers, books, and cups. All assets use 2K PBR textures for strong visual quality.


VFX Included**

Flickering Light VFX

A customizable lighting effect system for creating unstable and unsettling light behavior. Supports Random, Pattern, and Scripted modes, along with blackout variation, stutter effects, and bulb warm-up simulation. Ideal for damaged lights, horror tension, and supernatural scenes.

Custom Glass Shader

A glass shader designed for jars, windows, and medical containers. Includes adjustable transparency, refraction strength, Fresnel edge glow, and emission support for stylized or supernatural effects.


Technical Details

  • 234 high-resolution 2K PBR textures
  • 64 unique meshes and prefabs
  • Optimized polygon counts ranging from 16 to 29,408 triangles
  • Clean UV mapping
  • URP-optimized materials and shaders
  • No external dependencies

Perfect For

  • Horror games
  • Abandoned medical or pharmacy scenes
  • Survival and exploration environments
  • Post-apocalyptic settings
  • VR horror experiences


Video Tutorial: https://youtu.be/l2OZ46OednQ


Other Horror Asset Pack by MetaMix3D: https://assetstore.unity.com/packages/3d/environments/horror-environment-pack-urp-modular-haunted-house-spooky-props-v-333880




Price $69.99

HTrace: Ambient Occlusion V2 Bundle by IPGames

2026, April 9 - 21:42
Contains both Ambient Occlusion assets for HDRP and URP pipelines with a 30% discount.

Currently supported APIs are: DX11, DX12 and Metal.

Currently tested SRP versions are: 14 and above.

Currently tested Unity versions are: from 2022.2 to 6000.4


Limitations and Requirements:


  • RTAO mode requires Unity 6000 or above, a compatible API and hardware.
  • Orthographic Camera is untested and not guaranteed to work correctly.
  • MSAA is untested and not guaranteed to work correctly.
  • Unity LTS releases are recommended; bug fixes for non-LTS versions are not guaranteed.

Regular combined price of the included assets is $58. Save 30% with this bundle!


After purchasing the bundle, you will get free access to the following packages:


Useful Links:


Contact Us:

Unity Forum | Discord \ YouTube Channel


Before buying, please, check the Overview Section and the Known Issues Section of the documentation as well as the Technical details below!


Price $40.00

HTrace: Ambient Occlusion V2 HDRP by IPGames

2026, April 9 - 21:42
HTrace Ambient Occlusion combines three of the most popular ambient occlusion techniques into a single asset, offering a highly scalable and adaptive system for AO computation.

Currently supported APIs are: DX11, DX12 and Metal.

Currently tested HDRP versions are: 14 and above.

Currently tested Unity versions are: from 2022.2 to 6000.4


Limitations and Requirements:


  • RTAO mode requires Unity 6000 or above, a compatible API and hardware.
  • Orthographic Camera is untested and not guaranteed to work correctly.
  • MSAA is untested and not guaranteed to work correctly.
  • Unity LTS releases are recommended; bug fixes for non-LTS versions are not guaranteed.

Includes three AO modes:


SSAO (Screen-Space Ambient Occlusion) – A lightweight and extremely fast method for occlusion gathering. It doesn’t require a denoiser and produces zero temporal lag.


GTAO (Ground-Truth Ambient Occlusion) – Built on the latest advancements in ambient occlusion research, this technique is highly optimized and refined to deliver the best possible quality in screen-space.


RTAO (Ray-Traced Ambient Occlusion) – The most accurate occlusion method, utilizing hardware ray tracing for uncompromised quality with scalable performance.



Useful Links:


Contact Us:

Unity Forum | Discord \ YouTube Channel



MAIN FEATURES:


Full Integration into the Rendering Pipeline: HTrace AO doesn't simply overlay its result on top of the image - it fully replaces the native ambient occlusion effect. The integration happens automatically and doesn't require package customization or manual setup. As a result, it correctly interacts with the rest of the lighting and other effects, and works with both Deferred and Forward rendering.


Scalability: the asset offers three different AO modes, ranging from extremely fast SSAO to highly accurate RTAO, each with its own strength. Choose the one that best suits your performance target or hardware requirements. HTrace AO exposes many parameters for fine-tuning each mode through a clear, user-friendly UI.


Cutting-Edge Screen Tracing: not just a standard GTAO - we carefully gathered all meaningful improvements and optimizations of the technique that emerged over the years since it was first released. It encompasses both big innovations like Visibility Bitmasks as well as a bunch of smaller enhancements to deliver the highest quality screen-space AO currently possible.


Real-Time Ray-Tracing: RTAO mode is packed with all the tools we could come up with to make Ray-Traced AO a practical choice: fast Inline Ray-Tracing, RTAS culling and debugging, Screen-Space Pretracing to cover any mismatch with the rasterized scene, Contact Occlusion for an additional layer of detail, and many more. This mode is built to provide the highest accuracy, without sacrificing performance and usability.


Advanced Denoising: high-end denoising pipeline tailored to each AO mode and built upon our extensive experience and research in this area. Includes 2.5D motion vectors, tracking of moving occlusion, sharp reprojection, anisotropic spatial filtering and other state-of-the-art denoising techniques. Comes with configurable temporal and spatial stages helping you find the right balance of noise reduction and temporal responsiveness for your project.


Resolution Scaling: HTrace AO offers Full, Half and Quarter resolution modes, accompanied by a sharp and optimized upscaler. Designed to reduce the overall effect cost by a factor of 2 or even 4, making them a useful tool to balance quality and performance. RTAO also features a special Adaptive resolution mode: conceptually similar to VRS, it renders areas of the screen with high geometric complexity at full rate and reduces resolution for uniform pixels, automatically adapting to the content.


Comprehensive Documentation: we provide a detailed description of all properties and settings of the asset, accompanied by visual examples. In our documentation you will find answers to frequently asked questions, in-depth setup guides, comparisons with Unity's native AO solutions, and other useful information. If you have any questions - you can always reach out to us via Discord.


HTrace AO supports the following 3rd party assets:


Before buying, please, check the Overview Section and the Known Issues Section of the documentation as well as the Technical details below!


Price $29.00

HTrace: Ambient Occlusion V2 URP by IPGames

2026, April 9 - 21:42
HTrace Ambient Occlusion combines three of the most popular ambient occlusion techniques into a single asset, offering a highly scalable and adaptive system for AO computation.

Currently supported APIs are: DX11, DX12 and Metal.

Currently tested URP versions are: 14 and above.

Currently tested Unity versions are: from 2022.2 to 6000.4


Limitations and Requirements:


  • RTAO mode requires Unity 6000 or above, a compatible API and hardware.
  • Orthographic Camera is untested and not guaranteed to work correctly.
  • MSAA is untested and not guaranteed to work correctly.
  • Unity LTS releases are recommended; bug fixes for non-LTS versions are not guaranteed.

Includes three AO modes:


SSAO (Screen-Space Ambient Occlusion) – A lightweight and extremely fast method for occlusion gathering. It doesn’t require a denoiser and produces zero temporal lag.


GTAO (Ground-Truth Ambient Occlusion) – Built on the latest advancements in ambient occlusion research, this technique is highly optimized and refined to deliver the best possible quality in screen-space.


RTAO (Ray-Traced Ambient Occlusion) – The most accurate occlusion method, utilizing hardware ray tracing for uncompromised quality with scalable performance.



Useful Links:


Contact Us:

Unity Forum | Discord \ YouTube Channel



MAIN FEATURES:


Full Integration into the Rendering Pipeline: HTrace AO doesn't simply overlay its result on top of the image - it fully replaces the native ambient occlusion effect. The integration happens automatically and doesn't require package customization or manual setup. As a result, it correctly interacts with the rest of the lighting and other effects, and works with both Deferred and Forward rendering.


Scalability: the asset offers three different AO modes, ranging from extremely fast SSAO to highly accurate RTAO, each with its own strength. Choose the one that best suits your performance target or hardware requirements. HTrace AO exposes many parameters for fine-tuning each mode through a clear, user-friendly UI.


Cutting-Edge Screen Tracing: not just a standard GTAO - we carefully gathered all meaningful improvements and optimizations of the technique that emerged over the years since it was first released. It encompasses both big innovations like Visibility Bitmasks as well as a bunch of smaller enhancements to deliver the highest quality screen-space AO currently possible.


Real-Time Ray-Tracing: RTAO mode is packed with all the tools we could come up with to make Ray-Traced AO a practical choice: fast Inline Ray-Tracing, RTAS culling and debugging, Screen-Space Pretracing to cover any mismatch with the rasterized scene, Contact Occlusion for an additional layer of detail, and many more. This mode is built to provide the highest accuracy, without sacrificing performance and usability.


Advanced Denoising: high-end denoising pipeline tailored to each AO mode and built upon our extensive experience and research in this area. Includes 2.5D motion vectors, tracking of moving occlusion, sharp reprojection, anisotropic spatial filtering and other state-of-the-art denoising techniques. Comes with configurable temporal and spatial stages helping you find the right balance of noise reduction and temporal responsiveness for your project.


Resolution Scaling: HTrace AO offers Full, Half and Quarter resolution modes, accompanied by a sharp and optimized upscaler. Designed to reduce the overall effect cost by a factor of 2 or even 4, making them a useful tool to balance quality and performance. RTAO also features a special Adaptive resolution mode: conceptually similar to VRS, it renders areas of the screen with high geometric complexity at full rate and reduces resolution for uniform pixels, automatically adapting to the content.


Extensive Rendering Control: you can exclude objects from casting and/or receiving AO via render layer masks, choose the source of the normals (either from a native buffer or reconstructing them from depth on demand), decide at which point in the pipeline to render AO by selecting an injection point, or even output the result to ShaderGraph for custom material effects. The asset also provides convenient debugging overlays, so you can visually inspect the state of all buffers used by HTrace AO.


Comprehensive Documentation: we provide a detailed description of all properties and settings of the asset, accompanied by visual examples. In our documentation you will find answers to frequently asked questions, in-depth setup guides, comparisons with Unity's native AO solutions, and other useful information. If you have any questions - you can always reach out to us via Discord.


HTrace AO supports the following 3rd party assets:


Before buying, please, check the Overview Section and the Known Issues Section of the documentation as well as the Technical details below!


Price $29.00

Underground Subway Station -- Modular FPS Environment by Mubasher Amer

2026, April 9 - 21:23
Optimized underground subway station environment with modular assets for building realistic platforms, tunnels, and corridors. Perfect for FPS, horror, survival, and cinematic game scenes.

Key Details:

  • Optimized geometry suitable for game development
  • High-resolution textures (2K / 4K)
  • Clean mesh topology
  • Game-ready assets
  • Suitable for FPS, cinematic scenes, and exploration environments

Create immersive underground subway environments for your game with this detailed and optimized 3D Subway Station Environment Pack.


This environment is designed primarily for FPS and shooter games, but it can easily be used in horror games, survival games, cinematic scenes, or any project that requires a realistic subway station setting.


The pack includes a collection of modular assets that allow developers to quickly build subway platforms, tunnels, corridors, and underground areas while maintaining good performance for real-time games.


Key Features:

✔ Designed for FPS and shooter environments
✔ Modular assets for easy level design
✔ Optimized meshes suitable for real-time games
✔ High-quality textures for realistic visuals
✔ Flexible environment usable in multiple game genres


Package Contents:

  • Meshes: 73 Game-Ready Meshes
  • Prefabs: 101 Ready-to-Use Prefabs
  • Materials: 72 Unique Materials
  • Textures: 118 High-Quality Textures
  • Polygon Count: ~50,000 – 80,000 Triangles (Optimized for Real-Time Rendering)
  • Texture Resolution: High-Resolution Textures (2K / 4K)


Support:

If you encounter any issues or have questions about the asset, feel free to contact me.

Email: mubasheramer01@gmail.com

I will be happy to assist you.


Price $39.99

Unlimited Music Bundle: Vol. 14 by Composer Squad

2026, April 9 - 20:41
Unlimited Music Bundle: Your Definitive Soundtrack Solution for Games

Number of Audio Wavs in Volume 14: 120

Number of Audio Wavs in Total*: 3705

Sample rate / bit rate: 16 Bit, 44,100 Hz





* Unlimited Music Bundle is divided into 14 volumes, if you buy either one you get access to the other 13 for free!

Introducing the Unlimited Music Bundle: Your Definitive Soundtrack Solution for Games


Unlock a world of unparalleled audio excellence with the Unlimited Music Bundle – the quintessential collection crafted for game developers. Boasting an immense library of 3700+ audio files spanning 100+ themes and genres, this bundle is a game-changer.


Dive into a staggering 49+ GB library of music in WAV format, meticulously engineered professional-grade soundtracks. Each track is thoughtfully composed with versatility in mind, offering full versions, alternative renditions, seamless loops, intros & more – granting you unprecedented creative flexibility.


But that's not all. With 83+ hours of captivating melodies and dynamic compositions, the Unlimited Music Bundle transcends boundaries, catering to every conceivable game genre – from pulse-pounding action to fantastical realms and beyond.


Unlimited Music Bundle is split into 14 volumes, if you buy either one you get access to the other 13 for free!


For easier navigation, the bundle is organized into 109 themed folders:


  1. Adventure - LISTEN
  2. Adventure Vol.2 - LISTEN
  3. Adventure Vol.3 - LISTEN
  4. Ambient - LISTEN
  5. Ambient Vol.2 - LISTEN
  6. Acoustic - LISTEN
  7. Acoustic Vol.2 - LISTEN
  8. Casual - LISTEN
  9. Celebration - LISTEN
  10. Chill-Hop - LISTEN
  11. Christmas - LISTEN
  12. Cinematic - LISTEN
  13. Cinematic Vol.2 - LISTEN
  14. Cinematic Piano - LISTEN
  15. Cinematic Piano Vol.2 - LISTEN
  16. Combat - LISTEN
  17. Comedy - LISTEN
  18. Contemplative - LISTEN
  19. Cute - LISTEN
  20. Cyberpunk - LISTEN
  21. Dark - LISTEN
  22. Discovery - LISTEN
  23. Dramatic - LISTEN
  24. Dramatic Vol.2 - LISTEN
  25. Dramatic Vol.3 - LISTEN
  26. Dreamy - LISTEN
  27. Dubstep - LISTEN
  28. EDM - LISTEN
  29. EDM Trap - LISTEN
  30. Emotional - LISTEN
  31. Energetic - LISTEN
  32. Epic Trailer - LISTEN
  33. Epic Trailer Vol.2 - LISTEN
  34. Erotic - LISTEN
  35. Ethereal - LISTEN
  36. Ethnic - LISTEN
  37. Exciting - LISTEN
  38. Extreme Action - LISTEN
  39. Fantasy - LISTEN
  40. Fashion - LISTEN
  41. Feel-Good - LISTEN
  42. Funky - LISTEN
  43. Funky Vol.2 - LISTEN
  44. Future Bass - LISTEN
  45. Future Bass Vol.2 - LISTEN
  46. Futuristic - LISTEN
  47. Happy - LISTEN
  48. Happy Vol.2 - LISTEN
  49. Heroic - LISTEN
  50. Hip-Hop - LISTEN
  51. Hip-Hop Vol.2 - LISTEN
  52. Hip-Hop Vol.3 - LISTEN
  53. Hopeful - LISTEN
  54. Horror - LISTEN
  55. Indie Rock - LISTEN
  56. Inspirational - LISTEN
  57. Investigation - LISTEN
  58. Jazz - LISTEN
  59. Joyful - LISTEN
  60. Kids - LISTEN
  61. Latin - LISTEN
  62. Lo-Fi - LISTEN
  63. Lo-Fi Vol.2 - LISTEN
  64. Lo-Fi Vol.3 - LISTEN
  65. Lo-Fi Vol.4 - LISTEN
  66. Meditation - LISTEN
  67. Meditation Vol.2 - LISTEN
  68. Motivational - LISTEN
  69. Motivational Vol.2 - LISTEN
  70. Motivational Vol.3 - LISTEN
  71. Mysterious - LISTEN
  72. Nature - LISTEN
  73. Peaceful - LISTEN
  74. Pop-Rock - LISTEN
  75. Pop-Rock Vol.2 - LISTEN
  76. Positive - LISTEN
  77. Psychedelic - LISTEN
  78. Racing - LISTEN
  79. Reggae - LISTEN
  80. Reggae Vol.2 - LISTEN
  81. Rock - LISTEN
  82. Romantic - LISTEN
  83. Romantic Vol.2 - LISTEN
  84. Sad - LISTEN
  85. Sensual - LISTEN
  86. Shooter Game - LISTEN
  87. Sneaking - LISTEN
  88. Solo Piano - LISTEN
  89. Space - LISTEN
  90. Sports - LISTEN
  91. Summer - LISTEN
  92. Summer Vol.2 - LISTEN
  93. Summer Hip-Hop - LISTEN
  94. Survival - LISTEN
  95. Suspense - LISTEN
  96. Synthwave - LISTEN
  97. Synthwave Vol.2 - LISTEN
  98. Technology - LISTEN
  99. Tension - LISTEN
  100. Trap Beats - LISTEN
  101. Trap Beats Vol.2 - LISTEN
  102. Travel - LISTEN
  103. Ukulele - LISTEN
  104. Ukulele Vol.2 - LISTEN
  105. Upbeat - LISTEN
  106. Uplifting - LISTEN
  107. War - LISTEN
  108. Western - LISTEN
  109. Winter - LISTEN

❮❮❮❮❮ HERE’S EVERYTHING YOU’RE GETTING WITH THIS BUNDLE ❯❯❯❯❯


  • 3700+ high-quality audio files in WAV Format
  • Full Tracks, Alternative Versions, Loops, Intros & more
  • 109 Game Music Themed Folders
  • 83+ Hours of Extraordinary Music
  • 49+ GB of 16 Bit, 44,100 Hz WAV Files
  • Commercial Rights & Royalty-Free License

❮❮❮❮❮ UNBELIEVABLE VALUE❯❯❯❯❯


What sets this bundle apart is its unparalleled value proposition. Split into 14 volumes, purchasing just one grants you unrestricted access to all 13 remaining volumes for free. Valued at over $60,000 if licensed individually, this monumental collection can be yours for less than 1% of that cost – a testament to our commitment to empowering creators with accessible, top-tier resources.


❮❮❮❮❮ THE TRUTH IS ❯❯❯❯❯


As creators ourselves, we understand the challenges faced by game developers in sourcing premium music that resonates with their vision. For over 15 years, Composer Squad has been at the forefront of crafting exceptional soundtracks for films, TV shows, games, commercials and videos. Now, we're proud to present the Unlimited Music Bundle – a culmination of our expertise and passion, designed to revolutionize your creative journey.


Empower your projects with the sonic mastery they deserve. Elevate your games, captivate your audience, and unleash your full creative potential with the Unlimited Music Bundle – your definitive soundtrack solution.


❮❮❮❮❮ YOUTUBE NOTICE ❯❯❯❯❯


Our music is registered with YouTube's Content ID system. If you upload a video featuring our music to YouTube, you may receive this notice: "Copyright-protected content found. The owner allows the content to be used on YouTube." This is not a copyright strike. It is a standard notification that does not harm your channel's status or mute your video's audio. You can learn more about this here: https://composersquad.com/contentid



Price $99.00

Simple Quest Forge:No-Code Quests, Chains & Procedural Generator w/JSON support by Living Failure

2026, April 9 - 20:40
Generate complete quest databases, quest chains, procedural quest templates, objectives, rewards, prerequisites & tracking all in no code generator wizards. JSON supported content pipeline w/ schema
  •     13-page HTML documentation (multi-page format)
  •     1 demo scene: Quest Data Browser (browse quests, quest chains, procedural templates, tracker state, dependency chains, and integration status in a 6-tab interactive UI)
  •     12 genre templates with example content (6 quest + 6 procedural)
  •     Zero runtime dependencies — generated output is plain ScriptableObjects and enums
  •     All platforms — editor-only tool, generated output is standard ScriptableObjects and enums with no platform-specific code
  •     63 C# scripts (12 Runtime, 51 Editor)
  •     2 assembly definitions: SimpleQuestForge.Runtime, SimpleQuestForge.Editor
  •     1 demo scene (.unity)
  •     13 HTML documentation pages + 1 CSS stylesheet
  •     No third-party dependencies
  •     No runtime dependencies — entire toolset is editor-only, generated output has zero framework overhead
  •     Optional dependency: Simple Enemy Forge (detected automatically at edit time via reflection, never a hard reference)
  •     Optional dependency: Simple Item Forge (detected automatically at edit time via reflection, never a hard reference)
  •     Optional dependency: Simple Attribute Forge (detected automatically at edit time via reflection, never a hard reference)
  •     4 runtime helper classes included: SimpleQuestHelper, SimpleQuestTracker, SimpleQuestChainTracker, SimpleProceduralQuestGenerator
  •     6 genre templates: RPG, Open World, MMO, Survival, Narrative RPG, Roguelike

Still designing quests for your game by hand?


Seriously. Stop it.


Simple Quest Forge gives you 3 interconnected wizard tools that generate production-ready quest databases, quest chain sequences, and procedural quest templates — complete with type-safe enums, custom ScriptableObject inspector editors, and full JSON supported content generation support!



OFFLINE DOCUMENTATION AVAILABLE HERE!



THE THREE FORGES


• Quest Forge — Define quests with objectives, rewards, prerequisites, and two-level dynamic properties (quest-level AND objective-level). 5-step wizard with 6 genre templates (RPG, Open World, MMO, Survival, Narrative RPG, Roguelike).


• Quest Chain Forge — Build quest chains with ordered steps, branch groups (player-choice paths), and single-level dynamic properties. Links to your Quest Database for validation.


• Procedural Quest Forge — Design procedural quest templates with variable slots, objective templates, and reward templates. Runtime generation produces infinite quest variations from your blueprints.


DYNAMIC PROPERTY SYSTEM


  • No hardcoded fields.
  • You define your own Categories, Flags, Numerics, and Texts in each wizard.
  • Quest Forge supports TWO levels — quest-level AND objective-level properties.
  • Your game, your properties — works for any genre.

JSON-POWERED CONTENT PIPELINE


  • Export your schema as Full JSON, Light JSON, or Markdown.
  • Generate your quests either by hand or paste into an AI LLM of your choosing.
  • A detailed, verbose JSON schema allows you to generate literally hundreds or even thousands of quests for your databases.
  • Generate quest chains or procedural templates based on these generated quests that import directly into your database.
  • Every JSON schema includes detailed AI instructions, format examples, and validation guidance.

GENERATED CUSTOM EDITORS


  • Every wizard generates a professional Inspector editor alongside the database — split-panel layout, search, sort, filter by category, multi-select with bulk operations, and pagination.
  • No Unity's default "Element 0, Element 1" entries in your Inspector.

WHAT GETS GENERATED (per wizard)


  • Type-safe enum of all codes
  • ScriptableObject database with full runtime API
  • Custom Inspector editor with search, sort, filter, pagination
  • Populated .asset file with all your data

RUNTIME HELPERS


  • SimpleQuestHelper — Check prerequisites, evaluate completion, traverse quest chains, query cross-references, and group choice rewards
  • SimpleQuestTracker — Track active, completed, and failed quests with objective progress, timed objectives, choice reward selection, and full save/load snapshot support
  • SimpleQuestChainTracker — Track chain progression with step completion, branch choices, quest tracker sync, and save/load support
  • SimpleProceduralQuestGenerator — Generate, GenerateBatch, and ResolveTemplate to produce infinite quest variations at runtime from your procedural templates

EDITOR UTILITIES


  • Quest Browser Window — Split-panel quest browser with search, filter, sort, and detail view across all your quest databases
  • Quest Dependency Window — Visualize prerequisite chains and see which quests unlock from any given quest
  • Batch Icon Assignment — Assign icons to quests, chains, or procedural templates in bulk
  • Database Export — Export all three database types with resolved property names

SIMPLE ENEMY FORGE INTEGRATION (Optional)


  • When paired with Simple Enemy Forge, unlock enemy and faction code dropdowns in your quests.
  • Fully automatic detection — just import both packages.
  • Every quest gains enemy target dropdowns for kill objectives and faction dropdowns for reputation rewards.
  • Link enemy databases and faction databases in the wizard Setup step — codes merge automatically.
  • Everything round-trips safely. Remove Simple Enemy Forge from your project — zero compilation errors, your databases still work, codes are preserved as plain strings.
  • Re-import SEF later and dropdowns come back. No lock-in, no broken builds.

SIMPLE ITEM FORGE INTEGRATION (Optional)


  • When paired with Simple Item Forge, unlock item and loot table linking on quest rewards.
  • Fully automatic detection — just import both packages.
  • Every quest gains item code dropdowns for collect objectives and item rewards, plus loot table linking for loot drop rewards.
  • The JSON content pipeline is SIF-aware too.
  • Schema exports include item and loot table codes and AI instructions for generating quests with proper reward references.
  • Everything round-trips safely. Remove Simple Item Forge — zero errors. Re-import later — links restored.

SIMPLE ATTRIBUTE FORGE INTEGRATION (Optional)


  • When paired with Simple Attribute Forge, unlock modifier references on quest rewards and attribute-based prerequisites.
  • Fully automatic detection — just import both packages.
  • Every quest gains a Modifiers section in the wizard — drag-and-drop links to Simple Attribute Forge Modifier ScriptableObjects as quest rewards.
  • Attribute name dropdowns for reward targets ("Grant +10 STR") and prerequisite targets ("Requires STR >= 20").
  • Everything round-trips safely. Remove Simple Attribute Forge — zero errors. Re-import later — it all comes back.


Price $0.00

Rapid UI & 2D Workflow Bundle by Abyssal Ababeel

2026, April 9 - 20:39
A practical 4-in-1 toolkit for 2D and UI development. Includes tools for PSD importing, creating procedural UI effects, capturing sprites, and fixing aspect ratios.

Included Utilities:


LuminUI:

• UI Effects (Glow, Stroke, Shadows, Color Grading, Masking and Ripple effect).

• Interactive transition effects.


PSDtoUnity:

• PSD hierarchy mapping to Unity Canvas.

• Automated Sprite atlas generation.


SpriteForge:

• SDF-based shape generation.

• UI to Sprite rendering capture with auto-trim.


SpriteRatioFixer:

• Automated absolute aspect ratio scaling.

• Batch processing support.


General:

• Clean C# codebase.

• Source code included.

• No external DLL dependencies.


Rapid UI & 2D Workflow Bundle provides four specialized utilities designed to speed up common UI, Sprite, and 2D asset tasks directly within the Unity Editor.


This bundle includes:


1. LuminUI

A custom UI styling tool.

• Apply procedural gradients, outlines, and drop shadows to UI elements.

• Includes built-in interactive animation templates (hover, click).


2. PSDtoUnity

A direct importer for Photoshop files.

• Imports PSD files while converting layouts and hierarchy into Unity UI Canvas elements.

• Auto-generates the necessary atlases and sprites from the PSD layers.


3. SpriteForge

A procedural and composite sprite generator.

• Capture existing UI elements and bake them down into optimized static sprites.

• Includes an auto-trimming algorithm to remove empty space from generated assets.


4. SpriteRatioFixer

A utility for sprite management.

• Scans selected sprites and automatically adjusts their dimensions to lock into a pixel-perfect aspect ratio, preventing stretching.


Compatibility

• Compatible with all render pipelines (Built-in, URP, HDRP)


---

Looking for 3D Mesh Tools?

Check out Mesh Dominus Pro by Abyssal Ababeel! An excellent, highly recommended All-in-One toolkit for modeling and mesh manipulation within Unity.



Price $39.99

Mountain Pass - Race Track by SainDeveloper

2026, April 9 - 20:35
Mountain pass for a racing game.

Models(Polygon):

- Mountain Pass.fbx(701,232)

- Mountain Pass-Collider.fbx(10,762)

- Mountain Pass-Lights.fbx(0)

Total Polygon: 711,994

No. of Textures: 15

No. of Materials: 14


Road Length: 7475.69 m

Elevation: 275.14 m

Bring high-speed thrills to breathtaking heights with Mountain Pass, a detailed 3D environment designed specifically for racing games. This asset features a winding mountain road carved through rugged terrain, complete with sharp turns, elevation changes, and scenic overlooks that challenge both players and AI drivers.


Whether you're building an arcade racer or a realistic driving simulator, this asset provides the perfect backdrop for intense hill climbs, time trials, or competitive races.


Key Features:

  • High-quality 3D mountain road environment
  • Detailed terrain with cliffs, rocks, and vegetation
  • Smooth, race-ready track layout with curves and elevation
  • Optimized meshes and textures for performance
  • Easy integration into popular game engines
  • Suitable for day/night and weather variations

Take your racing game to new heights with Mountain Pass — where every turn tests skill and every view rewards the journey.


Price $7.99

Stone Walls HDRP - texture maps & materials by CStudios

2026, April 9 - 20:26
Production-ready PBR materials built specifically for Unity HDRP. This collection features professionally crafted texture sets designed for realistic lighting, tiling, and consistent performance.

1) Texture Packing Method (HDRP)


HDRP (High Definition Render Pipeline)


Mask Map (Primary Packed Texture):

R = Metallic

G = Ambient Occlusion

B = Detail Mask (unused, set to 1)

A = Smoothness


Smoothness Source:

- Mask Map Alpha (A channel)


Additional Maps Included:


Bent Normal Map (HDRP Advanced Feature):

- Improves ambient lighting direction

- Enhances cavity shading and indirect light response

- Used in advanced HDRP workflows


Height Map:

- Included for advanced workflows (parallax, tessellation, custom shaders)

- Note: Default HDRP/Lit shader does not use height maps directly



2) Texture Import Settings (Unity HDRP)


Albedo / BaseColor:

- sRGB: ON


Normal Map:

- Texture Type: Normal Map

- sRGB: OFF


Bent Normal Map:

- Texture Type: Normal Map

- sRGB: OFF


Mask Map (Packed):

- sRGB: OFF

- Wrap Mode: Repeat

- Filter Mode: Trilinear

- Compression: High Quality

- Max Size: 4096

- Mip Maps: ON

- Aniso Level: 8


Height Map:

- sRGB: OFF

- Texture Type: Default

- Wrap Mode: Repeat

- Filter Mode: Trilinear



3) Notes on HDRP Usage


- Materials use the HDRP/Lit shader

- Mask Maps are pre-configured for HDRP workflows

- Bent Normals are included for enhanced realism (advanced use)

- Height Maps are included for custom or extended shader setups


Bring your environments to life with high-quality, production-ready PBR materials designed specifically for Unity HDRP.


This package includes professionally crafted texture sets with optimized HDRP Mask Maps, Normal Maps, and advanced Bent Normal Maps for enhanced lighting realism. Every material is built using physically based rendering principles to ensure accurate surface response under real-time lighting.


Key Features:

- HDRP-ready materials using HDRP/Lit shader

- Optimized Mask Map packing (Metallic, AO, Smoothness)

- Includes Bent Normal Maps for advanced lighting workflows

- High-resolution textures 

- Seamless tiling surfaces

- Consistent import settings for immediate use

- Demo scene included for quick preview and testing


Materials are suitable for a wide range of environments, including:

- Stone walls and masonry


All assets are optimized for performance while maintaining high visual fidelity, making them suitable for games, simulations, and real-time visualization projects.


Designed for artists and developers who want clean, reliable, and production-ready materials with minimal setup.



Price $49.99

Skog: Boreal by OrcaVirtual

2026, April 9 - 20:15
Skog: Boreal is a customizable, stylized foliage pack with GPU instancing support, based off of Nordic species.

Includes:

  • Trees
    • 2 Norway Pines + LODs & Billboard
    • 1 Scots Pine + LODs & Billboard
    • 1 Dead Spruce + LODs & Billboard
  • Smaller Foliage
    • 1 Downy Birch + LODs & Billboard
    • 1 Lingonberry + LODs & Billboard
    • 1 Reindeer Lichen + LODs
    • 1 Twin Flower + LODs + Billboard
    • 1 Moss Clump + LODs + DetailPrefab
    • 1 Grass Clump + Grass Texture for Unity Terrain Grass
  • Props
    • 2 Mushrooms + LODs
    • 4 Rocks + LODs
  • Extras
    • 2 Particle Systems
    • 1 Snowflake Material for Particles
    • 3 Ground Textures + Normal Maps
    • GPUInstancingDemo script
    • 4 Demo Scenes

Skog: Boreal is built for the Universal Render Pipeline (URP). HDRP and Built-in are not supported.

Unity Version

  • Unity 6 / 2023 LTS or later
  • Render Pipeline: Universal Render Pipeline (URP)

This pack includes trees, bushes, rocks, mushrooms and more to help you quickly populate your Unity scenes with foliage.

All foliage assets are tintable, enabling hundreds of variations from a small core set. The included shaders support:

  • Wind animation
  • Splatmap tinting
  • Random per-instance tinting
  • Slope-based effects for adding snow or moss

Most assets include LODs and billboards. All foliage uses one material per object and is GPU Instancing–compatible for high performance.


Price $9.99

Godray & Water VFX URP by Esti

2026, April 9 - 20:05
Enhance your URP scenes with a stunning Water Shader Graph, volumetric God Ray VFX, and a ready-to-use Cave model. Perfect for your next project!

List of VFXs included: Volumetric God Ray, Stylized Water 

Texture sizes: 4096x4096 

Number of VFXs: 1 (Volumetric God Ray) 

Custom shaders: Custom Shader Graph (Stylized Water)

Bring your environments to life with highly optimized and fully customizable visual effects!

The Godray & Water VFX URP package is designed specifically for the Universal Render Pipeline (URP). Whether you are developing stylized indie games or realistic 3D environments, these assets will instantly elevate the atmosphere of your scenes while maintaining great performance.

What's Inside?

  • Stylized Water (Shader Graph): A performance-friendly water shader featuring depth fading, customizable colors, refraction, and wave speed controls. Easily tweak parameters to fit dark underground lakes or bright tropical shores.
  • Volumetric God Rays (VFX Graph): Beautiful, atmospheric light shafts perfect for cave openings, dense forests, or dark dungeons. Add mystery and depth to your lighting setup instantly.
  • Showcase Cave Environment: A high-quality 3D cave model is included as a demo scene! You can use this environment out-of-the-box to test the water and god rays, or implement it directly into your own game.

Designed with modularity and performance in mind, this package gives you the foundational VFX tools to create breathtaking environments in minutes.


Price $4.99

Color Grading (Built-in) (Brightness Saturation And Contrast) by Esti

2026, April 9 - 19:49
A lightweight collection of essential post-processing shaders optimized for Mobile. Includes Color Grading, Sobel Edge Detection, Gaussian Blur, and Motion Blur for the Built-in Pipeline.
  • 5 Custom Shaders (Optimized HLSL).
  • C# Controller scripts for each effect.
  • Inherits from a clean PostEffectsBase class for easy integration.
  • Supports Unity Built-in Render Pipeline.
  • Mobile and PCCompatible.
  • List of VFX included: Brightness/Saturation/Contrast, Edge Detection, Edge Detection (Add/Overlay), Gaussian Blur (Optimized), Motion Blur (Accumulation).
  • Texture sizes: 5852x3901
  • Number of VFX: 5
  • Custom shaders: Yes (5)

This package provides a curated set of high-performance post-processing effects specifically designed for the Built-in Render Pipeline. These shaders are an excellent alternative to heavy post-processing stacks, offering a professional visual polish without sacrificing frame rates on mobile or low-end devices.

Key Features:

  • Essential Color Grading: Fine-tune the visual mood with Brightness, Saturation, and Contrast controls.
  • Stylized Edge Detection: Two variations of the Sobel filter for technical or artistic outlines (Standard and Overlay modes).
  • Optimized Gaussian Blur: A 5-tap separable blur with built-in downsampling and iteration support for high-quality results at low cost.
  • Accumulation Motion Blur: Smooth frame-blending motion trails for racing or high-speed action games.
  • Mobile-First Design: Optimized HLSL code and C# controllers ensure compatibility with mobile

Perfect for any genre, especially stylized, horror, or racing games where visual clarity and performance are paramount.


Price $4.99

Energy Shield (URP) by Esti

2026, April 9 - 19:46
Highly optimized URP sci-fi energy shield. VR (Single Pass) & mobile ready. Includes dynamic hex grids, interactive hit reactions, and background refraction.

Core Features:

  • Custom URP Shader (HLSL)
  • Extremely optimized for Mobile, PC, and VR/AR platforms
  • VR/XR Ready (Single Pass Stereo Instancing supported)
  • Procedural, pulsating Hexagon grid system
  • Dynamic Vertex Displacement for hit/impact reactions
  • Background distortion/refraction (GrabPass equivalent for URP)
  • Adjustable Fresnel edge lighting
  • Dual-sided color rendering
  • Flowing cloud/noise energy layer

Package Specifications:

  • Render Pipeline: URP (Universal Render Pipeline) ONLY.
  • Custom shaders: 1 custom HLSL Shader (EnergyShield)
  • Target platforms: PC, Mac, Consoles, Mobile (Android/iOS), VR/AR (Meta Quest, PCVR).

Elevate your sci-fi project with this advanced and fully customizable Energy Shield package. Built specifically for Unity's Universal Render Pipeline (URP), this shader allows you to create AAA-quality force fields for spaceships, mechs, characters, or base defenses.

Key Features:

  • Highly Optimized & Cross-Platform: Engineered for maximum performance across all devices. Whether you are targeting high-end PCs, standalone VR headsets, or mobile phones, this shader runs smoothly without sacrificing visual quality or framerate.
  • VR & XR Ready: Fully optimized for Single Pass Stereo Instancing. Refraction (distortion) and depth effects work flawlessly in Virtual Reality environments.
  • Interactive Hit Reaction: The shield reacts dynamically to damage using vertex displacement and color blending, providing a deeply satisfying visual response at the exact point of impact.
  • Total Customization: Tailor every detail to fit your game's art style. Easily tweak front/back colors, fresnel intensity, cloud/energy flow speed, and hexagonal grid properties directly from the material inspector.
  • Refraction & Distortion: Dynamically warps the world behind the shield to simulate a realistic, high-energy force field.

Whether you are developing a fast-paced arena shooter, a mobile sci-fi game, or an immersive virtual reality experience, this energy shield delivers the visual impact and performance you need.


Price $4.99

Terrainizer - Easy Procedural Village & Terrain Generator by Mahalle Games

2026, April 9 - 18:40
Click Regenerate. That's it. Roads, villages, vegetation, and farms. Delete Terrainizer when done. Full source and AI skill packs included. Your level is ready, spend your time on your story.

Technical Details

Features:

  • 10 procedural generators (terrain, roads, OSM import, paths, buildings, trees, rocks, grass, farms, props)
  • Seed-based deterministic generation
  • ScriptableObject theming (TerrainTheme)
  • Full Undo support for all steps
  • Setup Wizard for one-click configuration
  • AI skill packs for extending with your coding assistant

Included:

  • Demo theme with 100+ prefabs
  • 4 terrain texture layers
  • Full C# source code
  • Complete documentation

Requirements:

  • Unity 6000.0 or later
  • Unity Splines
  • Unity Mathematics

Terrainizer

Terrainizer is a procedural terrain generation toolkit for Unity. Drop it in, generate a complete landscape with villages, roads, vegetation, and farms, then delete it. Zero runtime cost, no scripts left behind.


What You Get

One seed generates an entire world. Terrain with hills, erosion, and island shaping. Village roads that branch naturally through the landscape. Buildings that flatten the ground beneath them and respect each other's space. Trees, rocks, and grass that follow slope and texture rules. Farm fields that line up along roads. Everything works together, and everything is driven by a single seed number.

Change the seed, get a different world. Same seed, same world, every time.


Real-World Roads

Import actual road networks from OpenStreetMap (optional). Terrainizer downloads road data, builds spline paths, flattens the terrain beneath them, and paints road textures automatically. Use real geography as a starting point, then fill in the rest procedurally.


How It Works

The Setup Wizard installs dependencies and creates a fully configured terrain generator in your scene. Click Regenerate All and you have a populated landscape. Want more control? Run each step individually: terrain first, then roads, paths, buildings, trees, rocks, grass, and farms. Every generator has its own inspector with settings you can tweak.


Built to Be Deleted

Terrainizer is an editor tool. It generates standard Unity terrain, tree instances, detail layers, and GameObjects. Once you are happy with the result, remove the Terrainizer components or the entire package. Your generated world stands on its own with no dependency on Terrainizer at runtime.


Built to Be Hacked

Full source code is included. Every generator inherits from a clean base class with a simple contract: Generate and Clear. The seed system, exclusion zones, terrain sampling, and pipeline ordering are all documented and designed for extension. Add your own generators, modify existing ones, or rip the whole thing apart.


AI Copilot Friendly

Terrainizer ships with AI skill packs so you can point your favorite coding assistant at the codebase and start extending. The skill packs include architecture maps, step-by-step workflows, integration checklists, and validation playbooks. Same engineering standards used to build every generator in the package.


Included

  • 10 generator components (terrain, roads, OSM import, paths, buildings, trees, rocks, grass, farms, props)
  • Demo theme with 100+ prefabs (buildings, vegetation, rocks, fences, props)
  • 4 terrain texture layers (sand, grass, dirt, rock)
  • ScriptableObject-based theming for easy prefab swaps
  • Full Undo support for all generation steps
  • Setup Wizard for one-click configuration
  • Complete documentation and AI skill packs

Price $40.00

Simple Skill Forge:No-Code Skills, Skill Trees, Loadouts & Combos w/ JSON Export by Living Failure

2026, April 9 - 18:36
Generate complete skill databases, skill trees, skill loadouts & skill combos from no-code generator wizards. Multi-level properties, JSON content pipeline, cross-forge integration. No code required.

- Unity 2021.3 or later

- All platforms — editor-only tool, generated output is standard ScriptableObjects and enums with no platform-specific code

- ~100 C# scripts (~18 Runtime, ~80 Editor)

- 2 assembly definitions: SimpleSkillForge.Runtime, SimpleSkillForge.Editor

- 2 demo scenes (.unity)

- 15 HTML documentation pages + 1 CSS stylesheet

- No third-party dependencies

- No runtime dependencies — entire toolset is editor-only, generated output has zero framework overhead

- Optional dependency: Simple Attribute Forge (detected automatically at edit time via reflection, never a hard reference)

- Optional dependency: Simple Item Forge (detected automatically at edit time via reflection, never a hard reference)

- Optional dependency: Simple Enemy Forge (detected automatically at edit time via reflection, never a hard reference)

- Optional dependency: Simple Quest Forge (detected automatically at edit time via reflection, never a hard reference)

- 5 runtime helper classes included: SimpleSkillHelper, SimpleSkillTreeTracker, SimpleSkillBarManager, SimpleSkillComboTracker, SimpleSkillComboEvaluator

- 6 genre templates: ARPG, MOBA, MMO, Turn-Based, Action, Roguelike


Still building skill systems for your game by hand?


Seriously. Stop it.


Simple Skill Forge gives you 4 interconnected wizard tools that generate production-ready skill databases, skill trees, skill set loadouts, and skill combos — complete with type-safe enums, custom ScriptableObject inspector editors, and full JSON supported content generation support!


OFFLINE DOCUMENTATION HERE!


THE FOUR FORGES


- Skill Forge — Define skills with two-level dynamic properties (skill-level AND rank-level), multi-rank progression with upgrade costs, prerequisites, 12 cross-forge reference fields, and optional modifier linking. 5-step wizard with 6 genre templates (ARPG, MOBA, MMO, Turn-Based, Action, Roguelike).


- Skill Tree Forge — Build talent trees with grid-based node layouts, parent-child connections, branch groups, point costs, level requirements, and single-level dynamic properties. Nodes reference skills from any Skill Forge database.


- Skill Set Forge — Create loadout templates with typed slots, skill assignments, and threshold-based set bonuses (equip 3/5 for bonus effects). Supports modifier assets on bonuses. Single-level dynamic properties.


- Skill Combo Forge — Define skill sequences with ordered steps (required/optional), alternate skill choices, timing windows, branch groups, and threshold rewards with modifier effects. Single-level dynamic properties.


DYNAMIC PROPERTY SYSTEM

  • No hardcoded fields.
  • You define your own Categories, Flags, Numerics, and Texts in each wizard.
  • Skill Forge supports TWO levels — skill-level AND rank-level properties.
  • Your game, your properties — works for any genre.

JSON-POWERED CONTENT PIPELINE

  • Export your schema as Full JSON, Light JSON, or Markdown.
  • Generate your skills either by hand or paste into an AI LLM of your choosing.
  • A detailed, verbose JSON schema allows you to generate literally hundreds or even thousands of skills for your databases.
  • Generate skill trees, loadouts, or combos based on these generated skills that import directly into your database.
  • Every JSON schema includes detailed AI instructions, format examples, and validation guidance.

GENERATED CUSTOM EDITORS


  • Every wizard generates a professional Inspector editor alongside the database — split-panel layout, search, sort, filter by category, multi-select with bulk operations, and pagination.
  • No Unity's default "Element 0, Element 1" entries in your Inspector.

WHAT GETS GENERATED (per wizard)

  • Type-safe enum of all codes
  • ScriptableObject database with full runtime API
  • Custom Inspector editor with search, sort, filter, pagination
  • Populated .asset file with all your data

RUNTIME HELPERS


- SimpleSkillHelper — Check prerequisites, evaluate upgrade costs, query cross-forge references, find skills by item/enemy/quest code, prerequisite chain traversal, and affordability checks

- SimpleSkillTreeTracker — Track node unlocks with point spending, cascade resets, branch tracking, and full save/load snapshot support

- SimpleSkillBarManager — Manage skill set loadouts with equip/unequip, threshold-based set bonus activation, and save/load support

- SimpleSkillComboTracker — Track active combos with timing windows, automatic progression across all defined combos simultaneously, threshold reward triggers, and save/load support

- SimpleSkillComboEvaluator — Static combo evaluation, progress checking, next-valid-skill queries without instantiating a tracker


EDITOR UTILITIES


- Batch Icon Assignment — Assign icons to skills, trees, sets, or combos in bulk by scanning a sprite folder

- Database Export — Export any generated database as clean JSON with resolved property names


12 CROSS-FORGE REFERENCE FIELDS


Every skill can link to data from companion forge packages — all stored as plain string codes, no hard dependencies:


SIF (Simple Item Forge):

- Granted by item (skill books, scrolls, equipment passives)

- Required equipment (weapon requirements — bow for arrow skills, staff for magic)

- Produces item (conjure food, crafting skills, gathering yields)

- Reagent costs (arrows, soul shards, catalysts consumed per cast)


SEF (Simple Enemy Forge):

- Summon enemy (necromancer minions, pet classes, conjured creatures)

- Learned from enemy (Blue Mage skills, monster absorption)

- Taught by NPC (class trainers, weapon masters, move tutors)

- Effective against factions (Holy vs Undead, type advantages)

- Restricted to faction (racial abilities, covenant skills)


SQF (Simple Quest Forge):

- Unlocked by quest (class quests, mastery trials)

- Rewarded by quests (reverse lookup — "Learned from: The Archmage's Trial")


CHARACTER CLASS SYSTEM

  • When paired with Simple Attribute Forge character templates, all 4 forge types gain character class restrictions.
  • Filter skills, trees, sets, and combos by class at runtime.
  • Works with manual class names too — SAF is optional.

SIMPLE ATTRIBUTE FORGE INTEGRATION (Optional)

  • When paired with Simple Attribute Forge, unlock modifier references on skills, ranks, and set bonuses.
  • Fully automatic detection — just import both packages.
  • Own both packages? They become one connected system.
  • Import Simple Attribute Forge into the same project and Simple Skill Forge automatically detects it — no setup, no configuration, no code changes.
  • Every skill gains a Modifiers section in the wizard and in the generated custom editor — drag-and-drop links to Simple Attribute Forge Modifier ScriptableObjects.
  • Character template assets enable class restriction checkboxes across all 4 forges.
  • The JSON content pipeline is SAF-aware too.
  • Schema exports include modifier format and AI instructions for generating skills with modifier integration.
  • Everything round-trips safely. Remove Simple Attribute Forge from your project — zero compilation errors, your databases still work, SAF data is preserved in the serialized fields.
  • Re-import SAF later and it all comes back. No lock-in, no broken builds.

SIMPLE ITEM FORGE INTEGRATION (Optional)


  • When paired with Simple Item Forge, unlock item code dropdowns for skill-item relationships.
  • Fully automatic detection — just import both packages.
  • Every skill gains 4 item reference fields: granted by item, required equipment, produces item, and reagent costs.
  • Link item databases in the wizard Setup step — codes populate automatically.
  • The JSON content pipeline is SIF-aware too.
  • Everything round-trips safely. Remove Simple Item Forge — zero errors. Re-import later — links restored.

SIMPLE ENEMY FORGE INTEGRATION (Optional)

  • When paired with Simple Enemy Forge, unlock enemy and faction code dropdowns for skill-enemy relationships.
  • Fully automatic detection — just import both packages.
  • Every skill gains 5 enemy/faction reference fields: summon, learned from, trainer, faction effectiveness, and faction restriction.
  • Everything round-trips safely. Remove Simple Enemy Forge — zero errors. Re-import later — links restored.

SIMPLE QUEST FORGE INTEGRATION (Optional)

  • When paired with Simple Quest Forge, unlock quest code dropdowns for skill-quest relationships.
  • Fully automatic detection — just import both packages.
  • Every skill gains 2 quest reference fields: unlocked by quest and rewarded by quests.
  • Everything round-trips safely. Remove Simple Quest Forge — zero errors. Re-import later — links restored.

INCLUDES


- 15-page HTML documentation (multi-page + single-page format)

- 2 demo scenes:

ARPG Skill Demo (browse skills, rank up, unlock tree nodes, equip loadouts, cast combos in a 4-tab interactive UI)

Soulslike Cross-Forge Demo (7-tab demo showcasing integration with all 4 companion forges — browse items, enemies, quests and see how they connect to skills. Requires SAF + SIF + SEF + SQF installed.)

- 6 genre templates with example skills (ARPG, MOBA, MMO, Turn-Based, Action, Roguelike)

- Zero runtime dependencies — generated output is plain ScriptableObjects and enums



Price $39.99

Simple IDLE Forge: No-Code Idle Game Toolkit w/ 4 Playable Demos & JSON support by Living Failure

2026, April 9 - 18:36
Generate complete idle game systems from no-code wizards. Resources, generators, upgrades, prestige, achievements, offline progress calculator, 4 demo games. Fully playable, generated from JSON data.

- Unity 2021.3 or later (including Unity 6)

- All platforms — editor-only tool, generated output has no platform-specific code

- ~160 C# scripts (~34 Runtime, ~65 Editor, ~60 Generated)

- 2 assembly definitions: SimpleIdleForge.Runtime, SimpleIdleForge.Editor

- 5 demo scenes (Hub + 4 demos)

- 14 HTML documentation pages + 1 CSS stylesheet

- No third-party dependencies

- Optional: Simple Attribute Forge (detected via reflection)

- Optional: Simple Item Forge (detected via reflection)

- Optional: Simple Enemy Forge (detected via reflection)

- Optional: Simple Quest Forge (detected via reflection)

- Optional: Simple Skill Forge (detected via reflection)

- 9 runtime components, 5 static utilities, 3 API hook interfaces

- 6 genre templates: Classic Incremental, RPG Idle, Factory Tycoon, Prestige Heavy, Survival Idle, Gacha Collection

Still building idle game systems by hand?


Seriously. Stop it.


Simple Idle Forge gives you 5 interconnected wizard tools that generate production-ready idle game databases — resources, generators with cost scaling, upgrades, prestige layers, and achievements — complete with type-safe enums, custom inspector editors, and full JSON content generation support!


OFFLINE DOCUMENTATION HERE!


THE FIVE FORGES


Resource Forge

- Define currencies, materials, energy, and prestige points

- Starting amounts and optional caps with 5 cap modes (None, Hard, Flat, Curve, Step)

- Display formatting: K/M/B/T suffixes, scientific notation, engineering notation

- Display colors per resource

- Custom dynamic properties (Categories, Flags, Numerics, Texts)

- 6 genre templates: Classic Incremental, RPG Idle, Factory Tycoon, Prestige Heavy, Survival Idle, Gacha Collection


Generator Forge

- Define buildings, workers, and producers that generate resources over time

- Multi-resource production (one generator can produce multiple resources)

- Multi-resource costs with 5 scaling formulas and interactive preview sliders

- Two production modes: Continuous (Cookie Clicker style) and Timer (Adventure Capitalist style)

- Timer mode shows visible progress bars, Speed bonuses make timers tick faster

- Prerequisites to gate unlocking (resource amount, generator level, upgrade purchased)

- Milestone bonuses at level thresholds (x2 at level 25, +50% at level 50, etc.)

- TWO-LEVEL dynamic properties — generator-level AND milestone-level independently


Upgrade Forge

- Define boosts, automation triggers, and unlocks

- Multi-resource costs with scaling

- 6 effect types: Multiply, Add Flat, Add Percent, Unlock, Automate, Resource Grant

- One-time or repeatable purchases

- Prerequisite chains (requires generator level, resource amount, or another upgrade)

- Automate-type upgrades wire directly into the auto-purchase system

- Quick presets: Double Production, +50%, Automate, Unlock, Grant Resource


Prestige Forge

- Define entire rebirth cycles

- Configure prestige currency and source resource

- 4 formula types: Sqrt (Cookie Clicker standard), Linear, Log, Polynomial

- Reset rules control exactly what gets wiped and what survives

- Target specific resources, generators, or upgrades — or reset ALL

- Permanent bonuses that scale with total prestige currency earned

- Stack unlimited prestige layers

- Included demos ship with 1, 2, 3, and 4 layers


Achievement Forge

- Define global milestones, challenges, and goals

- Conditions: resource amount, generator level, upgrade purchased, prestige count, total production

- Multiple rewards per achievement (grant resources, add multipliers, unlock features)

- Hidden achievements (secret, revealed on completion)

- Repeatable achievements (daily challenges that can be earned multiple times)


OFFLINE PROGRESS CALCULATOR


When your player closes the app and comes back hours later, the offline progress calculator figures out exactly what they earned while away:

- Configurable efficiency: flat percentage, smooth curve, or step-based diminishing returns

- Optional max offline time cap (e.g., 24 hours max)

- Detailed report of every resource earned

- Pre-formatted summary string for your "Welcome Back" popup

- Time-to-afford queries for UI countdown timers — "You can afford this in 2m 34s"


Your players come back to meaningful rewards, not a blank screen.


NOTE: Only testable on deployed games or apps and not in the unity editor.


DOUBLE PRECISION — NUMBERS TO INFINITY


- Every game value uses double precision (1.7×10^308 range)

- Far beyond the 3.4×10^38 limit that breaks most projects

- Built-in number formatter: K/M/B/T/Qa/Qi suffixes (51+ tiers)

- Scientific notation, engineering notation

- Time formatting ("4h 23m") and rate formatting ("1.5M/s")


TWO PRODUCTION MODES


- Continuous — resources flow every frame, smooth and constant (Cookie Clicker style)

- Timer — resources arrive in batches after a countdown with a visible progress bar (Adventure Capitalist style)

- Speed bonuses from upgrades make timers tick faster

- Mix both modes in the same game

- Factory Tycoon demo uses Continuous for extractors and Timer for refineries


COST SCALING WITH LIVE PREVIEW


5 scaling formulas for generator and upgrade costs:

- None — cost stays constant forever

- Linear — cost increases by a flat amount each level

- Exponential — the industry standard (Cookie Clicker uses 1.15×)

- Polynomial — quadratic, cubic, or custom power curves

- Logarithmic — gentle late-game scaling that flattens out

- Exponential presets: Gentle 1.07, Standard 1.15, Steep 1.30, Aggressive 1.50

- Interactive slider: drag from level 1 to 200, see exact cost before generating


BONUS STACKING PIPELINE


- Transparent formula: (base + flat bonuses) × (1 + percentage bonuses) × multipliers

- Upgrades, prestige, achievements, and buffs all feed into the same pipeline

- No hidden interactions, no order-of-operations bugs

- You always know exactly how bonuses combine


DYNAMIC PROPERTY SYSTEM


- No hardcoded fields — you define your own Categories, Flags, Numerics, and Texts

- Generator Forge supports TWO levels — generator-level AND milestone-level properties

- Your game, your properties — works for any genre


JSON CONTENT PIPELINE


- Export your schema as Full JSON, Light JSON, or Markdown

- Generate entries by hand or with any external tool that outputs JSON

- Import directly — validates every entry, checks codes against linked databases

- All 4 included demo games were built this way

- JSON source data for every demo is included


FOUR COMPLETE PLAYABLE DEMO GAMES


Not tech demos. Complete idle games with polished UI, multiple progression systems, and hours of content.


Simple Kingdom — Classic Idle Clicker

- 7 resources, 8 generators, 20 upgrades, 1 prestige layer, 20 achievements

- Medieval fantasy theme, centered column layout

- Teaches: core idle loop, prestige basics, achievement design


Factory Tycoon — Industrial Supply Chain

- 12 resources, 10 generators, 24 upgrades, 2 prestige layers, 25 achievements

- 3 Continuous extractors + 7 Timer processors with progress bars

- Royal maroon and gold theme, centered column layout

- Teaches: timer production, multi-resource economies, stacked prestige


Survival Idle — Resource Decay Challenge

- 16 resources, 12 generators, 24 upgrades, 3 prestige layers, 30 achievements

- Food, water, and warmth drain constantly with color-coded vital bars

- 5 Continuous gatherers + 7 Timer crafters

- Neumorphic B&W theme, full Melvor-style sidebar layout

- Teaches: resource decay, vital management, three-layer prestige


RPG Idle — Dark Soulslike + Cross-Forge Showcase

- 19 resources, 14 generators, 27 upgrades, 4 prestige layers, 35 achievements

- Combat zones drain health and endurance while producing souls

- 10 Timer generators (combat rounds, crafting cycles) + 4 Continuous

- Dark neumorphic crimson theme, sidebar layout

- Detects companion forge packages at runtime

- Teaches: cross-forge ecosystem, deep prestige, combat drain


Every demo includes its JSON source data.


RUNTIME COMPONENTS


9 pure C# runtime trackers:

- IdleResourcePool — resource amounts, caps, fill ratios, events

- IdleGeneratorManager — levels, production, timer mode, milestones, auto-collect

- IdleUpgradeTracker — purchases, prerequisites, effects, bonus collection

- IdlePrestigeManager — prestige cycles, reset rules, permanent bonuses

- IdleMilestoneTracker — achievement completion, conditions, reward granting

- IdleBuffManager — temporary boosts with duration tracking

- IdleProgressCalculator — offline progress, production snapshots, time-to-afford

- IdleAutoPurchaser — 4 strategies: Cheapest, Most Expensive, Round Robin, Disabled

- IdleStatisticsTracker — lifetime stats with auto-subscription to all events

- Full snapshot serialization on every tracker for save/load


GENERATED CUSTOM EDITORS


- Every wizard generates a professional Inspector editor alongside the database

- Split-panel layout with search, sort, filter by category

- Multi-select with bulk operations

- Pagination for large databases


EDITOR UTILITIES


- Batch Icon Assignment — scan a sprite folder, auto-match to entries by filename

- Database Export — export any generated database as clean JSON


CROSS-FORGE INTEGRATION


Automatically detects companion forge packages and enriches your wizards:

- Simple Attribute Forge — attribute names for stat-based scaling

- Simple Item Forge — item codes for loot rewards and crafting

- Simple Enemy Forge — enemy and faction codes for combat zones

- Simple Quest Forge — quest codes for milestone conditions

- Simple Skill Forge — skill codes for ability references

- Zero hard dependencies — install a companion, codes appear in dropdowns

- Remove it — zero errors, data preserved


INCLUDES


- 14-page HTML documentation (multi-page + single-page, neumorphic theme)

- 4 demo scenes with Hub scene

- 6 genre templates per forge (30 total)

- Zero runtime dependencies

- API hook interfaces for save/load, ad rewards, and notifications



Price $59.99

Simple JRPG: Turn-Based combat API-Classic, ATB, CTB, Action Points & Press Turn by Living Failure

2026, April 9 - 18:34
Lean runtime battle architecture API for JRPGs. Instance-based battle orchestration with 5 pluggable turn systems, 20 events, before-event interception, and combat verbs. Your rules, your formulas.
  • 11-page HTML documentation (multi-page + single-page format, light/dark mode)
  •     Cookbook with 15 copy-paste recipes (mana costs, elemental weakness, status timers, buff stacking, critical hits, drain, instant kill, damage formulas, and more)
  •     5 interactive demo scenes (Classic, ATB, Timeline, Press Turn, Action Point) + Demo Hub
  •     Template Generator — generates a ready-to-run battle controller for any turn system
  •     Pure C# — zero engine dependencies, zero third-party dependencies
  •     Works on all platforms — no platform-specific code
  •     Unity 2021.3+ compatible
  •     5 turn system implementations
  •     1 interface to implement on your character class
  •     20 events, 11 actions, 4 query helpers

Still writing JRPG battle systems from scratch?


Seriously. Stop it.


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.

Simple JRPG manages turn order, tracks battle state, and notifies you whenever something happens so you can react however you want.


OFFLINE DOCUMENTATION HERE


HOW IT WORKS

  • Create a battle, add your characters, pick a turn system — your choice.
  • Call actions like DealDamage, Heal, Revive, or Flee. You calculate the numbers, Simple JRPG applies them and tells your game what happened.
  • Every action triggers an event — damage dealt, character knocked out, status applied, battle ended.
  • Hook into any of these to update your UI, play animations, trigger sound effects, or run custom logic.
  • Simple JRPG doesn't care what your stats look like, what "Fire" means in your game, or how you calculate damage. That's all yours.

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 their speed. When it's full, they can act. Faster characters act more often.


• Timeline / CTB — Every action has a cost. Heavy attacks push your next turn further away. Light actions let you act again sooner. A visible timeline shows who acts when.


• Press Turn — Teams take turns in phases. Each phase starts with a pool of action points. Smart plays conserve points; mistakes waste them.


• Action Point — Characters can save points by skipping their turn, then spend those saved points later for multiple actions in a row.


• Want something different? Implement the turn system interface and build your own. You can just do that if you want.


ACTIONS

  • DealDamage — hit one target or a whole group
  • Heal — restore HP to one target or a whole group
  • Kill — instantly knock out a character
  • Revive — bring a knocked-out character back
  • ApplyStatus — apply any status effect (poison, stun, whatever you define)
  • RemoveStatus — remove a status effect from a character
  • ApplyBuff — apply any buff or debuff (attack up, defense down, your call)
  • RemoveBuff — remove a buff or debuff from a character
  • Flee — escape from battle
  • RemoveCombatant — pull a character out of battle entirely
  • EndBattle — manually end the battle with a specific outcome
  • You could add more events if you want.

20 EVENTS

  • Battle started, battle ended
  • Turn started, turn ended
  • Before damage, before heal (intercept and modify or cancel)
  • Damage dealt, healed
  • Character knocked out, character revived
  • Status applied, status removed
  • Buff applied, buff removed
  • Fled, character removed
  • Group damage dealt, group healed, group status applied, group buff applied

Every action fires an event.

There's no built-in UI or animation system — you listen for the events you care about and handle them your way.


INTERCEPT ACTIONS BEFORE THEY HAPPEN

  • The "before damage" and "before heal" events fire before the action goes through.
  • Change the damage amount, boost healing, or cancel the action entirely.
  • Use these to build dodge mechanics, shields, damage reduction, healing amplification — anything.

BUILT-IN HELPERS

  • Get all enemies, allies, alive characters, or dead characters with one call
  • Full battle history — every action recorded with turn number and sequence
  • Battle result summary — outcome, total turns, survivors
  • Automatic win/loss detection

TEMPLATE GENERATOR

  • Window > Simple JRPG > Generate Battle Controller
  • Pick a turn system, name your script, hit Generate.
  • Get a complete, ready-to-run script with placeholder logic and clear TODO comments showing you exactly what to customize.
  • Attach it to a GameObject, hit Play, and you have a working battle.

YOUR CHARACTERS, YOUR RULES

  • Your character class just needs to provide: a name, whether they're alive, which team they're on, their speed, and methods to take damage and heal.
  • Beyond that, add whatever you want — MP, defense, elemental resistances, equipment, level, anything.
  • Simple JRPG never touches your custom stats. It only uses what it needs to run the battle.

CLEAN, PORTABLE CODE

  • No singletons, no global state, no MonoBehaviours, no ScriptableObjects.
  • Create a battle, use it, done. Run multiple battles at the same time if you need to.


Price $0.00

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