Ultimate Beat 'Em Up Framework
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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: $79.90. The latest store price is $79.90, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $79.90 | Latest store price | |
| $79.90 | Unity First Price 2026-09-28 2026-09-28 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Ultimate Beat 'Em Up Framework
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Retro & Arcade
- Theme > Military & Combat
- Art & Visuals > UI & GUI
Beat Up Framework provides the essential systems needed to prototype and develop an arcade-style brawler. It includes responsive player movement, combo attacks, running and aerial attacks, blocking, damage reactions, knockdowns, enemy behavior, encounter management, stage progression, character selection, pickups, weapons, audio, menus, HUD components, and playable sample scenes.
The framework uses reusable MonoBehaviour components and ScriptableObject data, allowing you to replace the included characters, animations, audio, UI, and stage content with your own assets.
Included sample content demonstrates a complete single-player flow from the intro and character-selection screens to multiple combat stages and a boss encounter.
No custom editor installer or automatic scene generator is required. The included scenes, prefabs, UI, and data assets are explicitly configured and can be inspected directly in the Unity Editor.
Replace the sample content, adjust the included profiles, build your own stages, and extend the exposed gameplay events and interfaces to fit your project.