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 2026-10-02 2026-10-02 |
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 Node Map & Stage Progression System
- Tools, Systems & Learning > Level & World Building
Node Map & Stage Progression System
Most projects build the battle first and then stall on the layer around it: the sortie map with its forks, the stage select that opens up as you win, the event stage you beat five times to grind a gauge down. This package is that layer.
WHAT IT DOES
- Traversal of a branching map: straight stretches advance by themselves, and the run waits in exactly two places - at a fork, and while a battle's outcome is pending. Because those are the only two, the same code works whether a battle resolves in three seconds inline or takes three minutes in another scene.
- Node kinds are data, not an enum. A kind is one ScriptableObject answering four questions: does it wait for an outcome, does reaching it end the run, does route-finding aim for it, and does a loss cut the run short. That covers a tactics game's boss, resource and landing nodes and a roguelite's battle, elite, rest, treasure, shop and boss alike - without writing code.
- Runs survive leaving the scene. A run in progress serialises to a single string, so one extra field in your existing save is all it takes to come back from a battle scene and resume on the same node.
- Map generation. Choose a depth, a width and how much it branches, and back comes a map whose destination is always reachable from its entrance. The same seed makes the same map. What comes out is an ordinary map, traversed and saved exactly like a hand-made one.
- Route-finding and validation. Shortest routes and reachability drive both your previews and your auto-advance, so the route shown and the route taken cannot differ. A validator catches connections pointing at nothing, nodes nothing leads to, and maps with no destination.
- Stage unlocking. A lock names the stages and the grade it demands, and reports what is missing as data rather than as a sentence - so the wording and the localisation stay yours.
- Progress gauges. The repeatable kind of stage: how much each grade takes off, which kind of node counts, what breaking it grants, and whether it refills itself, all from one stage's settings.
- Reward tables. Independent rolls, one weighted pick, or everything guaranteed. The asset rolls; your code hands the rewards out.
IS IT CUSTOMIZABLE?
Yes, and in the places that decide whether an asset can enter an existing project.
It contains no combat. What happens on a node is your implementation; the package only receives the outcome you report - which makes it easiest to adopt for people who have already built their battles.
It contains no UI. Node positions, fork options, lock reasons and gauge amounts all come back as values; the screens are yours to build in uGUI, UI Toolkit or anything else. The demo includes a complete worked example of drawing a map.
It does not own your save. The store is swappable - memory, PlayerPrefs and a JSON file are included, and folding progress into your own save means implementing a single interface.
IS IT TIED TO ONE GENRE?
It suits both halves of its audience: tactics and strategy RPGs with hand-authored sortie maps, and roguelites with generated branching runs. It reads no input, draws nothing, and knows nothing about your board.
TRY IT IN TWO MINUTES
A showcase scene is included. One menu click builds it; pressing Play auto-runs fifteen captioned scenes covering every feature, looping forever with no input. The demo contains no imported image, audio clip or font. A self-check menu runs 129 checks in memory and prints the result to the Console.
----------------------------------------------------------------