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: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price | |
| $4.99 | Unity First Price 2026-09-03 2026-09-03 |
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 Modular Stats & Equipment Framework
Every stat is string-key driven ("HP", "Attack", "CritRate", anything you like), so you define your own stat axes without ever editing the framework. Effects combine through four modes - Add, Multiply, Max, and Flag - covering additive bonuses, multiplicative scaling, threshold values, and boolean traits.
Data is authored as ScriptableObjects (Abilities and Equipment Modules), so designers can create and tune content entirely in the Inspector - no programming required. Programmers connect their existing unit/character class by implementing a single interface (IModularStatsUnit), or by wrapping it in a thin adapter. That's the whole integration.
Fully customizable & genre-agnostic: tag-based equip conditions, exclusive groups, duplicate-equip control, and tag-conditional effects let you express everything from "swords only for knights" to "+20% attack for fire-element units" as pure data. Nothing in the framework references any specific game, unit type, or setting.
Ships with a shared inventory, an ID-resolution registry, and save/load helpers that plug straight into JsonUtility. Isolated behind its own assembly definition, so it never collides with your existing code.
This framework provides a clean core for any game where units get stronger. All stats are string-key driven. Effects combine through four modes - Add, Multiply, Max, Flag - covering all expressions from additive bonuses to boolean traits.
Data is authored as ScriptableObjects so designers can create and tune content in the Inspector without programming. Programmers connect existing units by implementing one interface.
Fully customizable with tag-based equip conditions, exclusive groups, duplicate-equip control, and tag-conditional effects. Ships with shared inventory, ID-resolution registry, and save/load helpers. Isolated in its own assembly definition to avoid conflicts.