Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $18. The latest store price is $20.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $20 | Latest store price | |
| $18 | Unity New Release Discount 2026-06-25 2026-07-09 | |
| $18 | Unity New Release Discount 2026-06-25 2026-07-09 | |
| $20 | Unity First Price 2026-06-25 2026-07-02 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Axon.Quest - Node-Based Quest Framework
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
Axon.Quest is a high-performance, architecturally-driven framework built for developers who have outgrown "tutorial-grade" assets.
While most quest systems rely on slow string lookups and fragile event chains, Axon.Quest uses a High-level architectural approach to ensure your game remains performant, debuggable, and scalable from the first quest to the last.
Why Choose Axon?
Most quest systems on the Asset Store are built for beginners, leading to performance bottlenecks and "event-chain" crashes in large projects. Axon was designed to solve these specific pain points using specific architectural patterns:
ScriptableObject Driven
Quests are immutable assets, making them extremely memory-efficient and easy to manage across teams using Version Control (Git/Perforce).
Linearized State Changes
The Command Queue ensures that quest transitions are processed sequentially. This prevents the "Recursive Event Death Loop" where Quest A completing triggers Quest B, which triggers Quest C, eventually crashing your stack.
Decoupled Architecture
Separation between Definitions (ScriptableObjects) and Runtime Instances (Data). This makes save-game management and memory usage lean.
Visual Workflow for Designers
The Quest Graph Editor
A modern, node-based editor built on Unity's latest UIElements API. Map out your entire game's progression in a powerful, intuitive node-based window. Visualize branching paths, prerequisites, and world-state changes instantly.
Live Debugging
See quest states update in real-time within the editor graph while you playtest.
Zero-Code Interaction
Trigger quest starts, completion logic, and rewards directly in the Unity Inspector.
Setup Wizard
Go from a blank project to a fully configured Quest Manager in three clicks.
Import/Export Wizard
Seamlessly move data between Unity and Excel/Google Sheets via CSV/JSON. Perfect for narrative teams working outside the engine.
Technical Details
Event-Driven Hooks
Easily trigger gameplay effects (spawn NPCs, give rewards, play cutscenes) via a robust event binding system.
Thread-Safe Persistence
Includes an asynchronous JSON save provider that uses "Atomic Writing" (Write-to-temp then rename) to prevent save-game corruption.
Fault-Tolerant Events
Built-in "Safe Invoke" wrappers ensure that a single buggy UI script or listener won't crash your entire quest engine.
O(1) Performance
High-speed registry lookups ensure that even with thousands of quests, checking a state is nearly instantaneous.
128-bit Optimized Backend
Uses a custom QuestId struct (four uint values) providing the uniqueness of a GUID with the speed of an integer. Zero-allocation comparisons and zero string-overhead.
Clean Code
100% C# source code included, strictly adhering to SOLID principles, fully namespaced, and heavily documented.
Features at a Glance
Node-Based Quest Editor (GraphView)
Visual Hierarchy Debugger for real-time Play Mode monitoring
Flexible Event System: Easily hook quest milestones into your existing gameplay, UI, or cutscene triggers.
CSV/JSON Studio Ingestion Tools
Command-Queued State Transitions
128-bit Zero-Alloc Quest IDs
While most quest systems rely on slow string lookups and fragile event chains, Axon.Quest uses a High-level architectural approach to ensure your game remains performant, debuggable, and scalable from the first quest to the last.
Why Choose Axon?
Most quest systems on the Asset Store are built for beginners, leading to performance bottlenecks and "event-chain" crashes in large projects. Axon was designed to solve these specific pain points using specific architectural patterns:
ScriptableObject Driven
Quests are immutable assets, making them extremely memory-efficient and easy to manage across teams using Version Control (Git/Perforce).
Linearized State Changes
The Command Queue ensures that quest transitions are processed sequentially. This prevents the "Recursive Event Death Loop" where Quest A completing triggers Quest B, which triggers Quest C, eventually crashing your stack.
Decoupled Architecture
Separation between Definitions (ScriptableObjects) and Runtime Instances (Data). This makes save-game management and memory usage lean.
Visual Workflow for Designers
The Quest Graph Editor
A modern, node-based editor built on Unity's latest UIElements API. Map out your entire game's progression in a powerful, intuitive node-based window. Visualize branching paths, prerequisites, and world-state changes instantly.
Live Debugging
See quest states update in real-time within the editor graph while you playtest.
Zero-Code Interaction
Trigger quest starts, completion logic, and rewards directly in the Unity Inspector.
Setup Wizard
Go from a blank project to a fully configured Quest Manager in three clicks.
Import/Export Wizard
Seamlessly move data between Unity and Excel/Google Sheets via CSV/JSON. Perfect for narrative teams working outside the engine.
Technical Details
Event-Driven Hooks
Easily trigger gameplay effects (spawn NPCs, give rewards, play cutscenes) via a robust event binding system.
Thread-Safe Persistence
Includes an asynchronous JSON save provider that uses "Atomic Writing" (Write-to-temp then rename) to prevent save-game corruption.
Fault-Tolerant Events
Built-in "Safe Invoke" wrappers ensure that a single buggy UI script or listener won't crash your entire quest engine.
O(1) Performance
High-speed registry lookups ensure that even with thousands of quests, checking a state is nearly instantaneous.
128-bit Optimized Backend
Uses a custom QuestId struct (four uint values) providing the uniqueness of a GUID with the speed of an integer. Zero-allocation comparisons and zero string-overhead.
Clean Code
100% C# source code included, strictly adhering to SOLID principles, fully namespaced, and heavily documented.
Features at a Glance
Node-Based Quest Editor (GraphView)
Visual Hierarchy Debugger for real-time Play Mode monitoring
Flexible Event System: Easily hook quest milestones into your existing gameplay, UI, or cutscene triggers.
CSV/JSON Studio Ingestion Tools
Command-Queued State Transitions
128-bit Zero-Alloc Quest IDs