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: $39.99. The latest store price is $39.99, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $39.99 | Latest store price |
About Malbers Quest Forge
- Tools, Systems & Learning > Game Templates & Systems
Malbers QuestForge is a complete quest and Dialogue system built on top of Animal Controller. From simple fetch quests to fully voiced multi-part storylines, everything is driven by ScriptableObjects and Drag&Drop Graphs.
Whether you're building an open-world RPG, a story-driven adventure, or a casual exploration game, Quest Forge gives you a production-ready quest pipeline out of the box.
Quest System
- Quests as ScriptableObjects — shareable, reusable, no scene coupling
- Multiple objective types: Kill, Collect, Interact, Go To Location, and more
- Sequential and optional objectives with individual tracking
- Quest prerequisites and chains — unlock quests when others complete
- Repeatable quests with completion counters
- Full quest state tracking: Active, Completed, Failed, Abandoned
Dialogue System
- Node-based dialogue graphs built directly in the Unity editor
- Five trigger types: On Interact, On Enter, On Quest Start, On Quest Complete, and Manual
- Character Speakers — define portraits, voice clips, colours, and Cinemachine cameras per character
- Typewriter text with per-character speed control
- Dialogue flags, strings, and integers for branching story logic
Navigation & Map
- Minimap with real-time RenderTexture or static UV-rect modes
- Full-screen World Map with pan, zoom, and fast travel
- Fog of War — CPU-generated, reveals as the player explores
- Compass bar with elevation indicators
- POI (Point of Interest) system — categorised, filterable, distance-aware
- Player-placed custom waypoints with icon and colour picker - Quest path drawn automatically to the active objective
NPC Speech Bubbles
- World-space contextual bubbles driven by proximity and quest state
- Conditions: Quest Available, Quest Active, Quest Completed, Dialogue Flag, and more
- Object pooling and global bubble cap managed automatically
Save System
- Full JSON save and load via JSON.NET — human-readable files
- Auto-save on quest state change, periodic timer, and application quit
- Multi-slot support: named saves, quick save/load
- Saves quest progress, discovered locations, custom waypoints, fog-of-war exploration, and dialogue history
Whether you're building an open-world RPG, a story-driven adventure, or a casual exploration game, Quest Forge gives you a production-ready quest pipeline out of the box.
Quest System
- Quests as ScriptableObjects — shareable, reusable, no scene coupling
- Multiple objective types: Kill, Collect, Interact, Go To Location, and more
- Sequential and optional objectives with individual tracking
- Quest prerequisites and chains — unlock quests when others complete
- Repeatable quests with completion counters
- Full quest state tracking: Active, Completed, Failed, Abandoned
Dialogue System
- Node-based dialogue graphs built directly in the Unity editor
- Five trigger types: On Interact, On Enter, On Quest Start, On Quest Complete, and Manual
- Character Speakers — define portraits, voice clips, colours, and Cinemachine cameras per character
- Typewriter text with per-character speed control
- Dialogue flags, strings, and integers for branching story logic
Navigation & Map
- Minimap with real-time RenderTexture or static UV-rect modes
- Full-screen World Map with pan, zoom, and fast travel
- Fog of War — CPU-generated, reveals as the player explores
- Compass bar with elevation indicators
- POI (Point of Interest) system — categorised, filterable, distance-aware
- Player-placed custom waypoints with icon and colour picker - Quest path drawn automatically to the active objective
NPC Speech Bubbles
- World-space contextual bubbles driven by proximity and quest state
- Conditions: Quest Available, Quest Active, Quest Completed, Dialogue Flag, and more
- Object pooling and global bubble cap managed automatically
Save System
- Full JSON save and load via JSON.NET — human-readable files
- Auto-save on quest state change, periodic timer, and application quit
- Multi-slot support: named saves, quick save/load
- Saves quest progress, discovered locations, custom waypoints, fog-of-war exploration, and dialogue history