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: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-09-23 2026-09-23 |
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 Ogham Storyteller Foundation
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
It's the newest tool out of Heathen, a Unity Asset Store publisher for well over a decade, the same decade of experience that thousands of developers have already shipped hundreds of games on, more than 250 of them on Steam alone self-reporting as "Made with Heathen."
But what makes Ogham different?
It isn't a dialogue format sitting next to your project, it's built out of the same GameplayTag identity system that already drives conditions, save data, and cross-tool integration everywhere else in your game. A node's address is a tag. A choice can read or write anything else in your project that also speaks GameplayTags, no bridging code required. And a node can hold a real Unity reference directly, a Prefab, a sprite, an audio clip, resolved live at runtime, not a name you have to go look up.
Foundation is the whole system, free and open source: the graph editor, the bake pipeline, the runtime session, save and load. Nothing here is a trimmed trial waiting for you to upgrade.
For writers:
Author branching stories and conversations visually, in a node-graph canvas with a companion tree view, no state-machine code to write by hand.
Conditional branching with real logic: player choices gate on GameplayTag conditions and can run operations of their own, all authored visually.
Every piece of displayed content, not just text, can localise per culture through a Lexicon key, so a sprite, a voice line, or a prefab can swap for another language the same way a sentence does.
For programmers:
Drive a conversation entirely from code with the static Storyteller facade; Foundation alone is enough to ship a full featured game.
A node can carry a live Unity object reference (Prefab, sprite, audio clip) resolved at runtime, not a path string to resolve yourself.
Full public API, nothing hidden behind the editor.
For the team:
Real save/load: narrative state, current position, and history persist through Game Framework's save system, ready for a real save slot.
A World-scoped runtime subsystem, not a singleton, so more than one playthrough of the same story can run at once when your game needs it.
Every package ships with a ready-made SKILL.md, so whatever tooling you use already understands Ogham Storyteller on day one.
Beyond the code docs, a Knowledge Base hand-written and edited by our own team, covering not just the API but how to actually apply it to a real, shipping game.
We've been building tools for game developers for well over a decade. Come find us, we'd love to see what you make with this one.