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: $60. The latest store price is $120.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $120 | Latest store price | |
| $120 | Unity First Price 2026-10-13 2026-10-13 | |
| $60 | Unity New Release Discount 2026-10-13 2026-10-27 | |
| $60 | Unity New Release Discount 2026-10-13 2026-10-27 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Power: Universal Stat & Effect System
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Learning & Tutorials
- Theme > Military & Combat
Power is a stat and effect system for Unity, developed over 4 years to support complex gameplay mechanics. There are no predefined stats. Health, Attack, and other gameplay values are not built into the system. A Stat’s behavior is defined by its relations, allowing you to structure stats around your game’s requirements. Many game mechanics can be configured by connecting assets in the Inspector with little or no custom code.
Stats beyond numbers
Power supports ints, floats, clamped ranges, vectors, strings, Actor references, and Effect Packs. Stats can also provide gameplay functionality through Generators, Modifiers, Conditional Modifiers, Duration Modifiers, Limiters, State Based Effects, Event Based Effects, Reflectors, Directors, and Counter Effects. Status effects can be represented as Stats rather than separate custom scripts.
The processing funnel
Every Effect passes through Preprocess, Process, and Postprocess stages. The Process stage is further divided into Precontribution, Contribution, and Postcontribution. This allows values to be blocked, modified, limited, or reflected at different points in the processing flow. Processors provide functionality for immunity, hit rate, cast restrictions, critical hits, modifiers, limiters, shields, reflection, counter effects, and redirection.
Precision where it matters
Processors include variations that can separate values by sign, attribute, Actor, damage type, or conditions. This lets you create specific gameplay rules without writing custom logic. For example, a Critical Hit Processor can scale critical damage differently when the target is Undead and below 30% health. This rule only affects the critical damage calculation. Other Processors still perform their respective operations on the Effect, such as applying modifiers, limiters, shields, or other gameplay rules before the final value and result are produced.
Organized data
Stats are organized through a Repository, Environment, and Container hierarchy. This allows an Actor to maintain independent sets of stats, such as a robot whose individual limbs each have their own health values and damage behavior.
Turn Based and Real Time
Power supports both Turn Based and Real Time gameplay. They can also be used together within the same project.
AI Support
Because every Power mechanic is made of assets and the relations between them, an AI coding agent can build mechanics for you. Power ships with power-skill, an Agent Skill that teaches an agent how to turn a plain-language request into Power assets. For example: “when the player slays a foe, it damages the other foes within 4 meters.”
• Works with Claude Code, OpenAI Codex, GitHub Copilot, Gemini CLI, Cursor, and any agent that supports Agent Skills.
• Includes a command-line toolkit the agent uses to look up your project, create and wire assets through the Power Editor’s own code, load Premade Relation Packs, and validate the result.
• The agent builds with the same assets you do, so everything it makes can be inspected, debugged, and changed in the Power Editor and its tools.
Tooling
Power includes a dedicated editor window for creating and organizing assets, an asset validator, a quick world initializer, and debugging tools such as Relations, a graph of how a mechanic’s Stats and Effects connect, and Flow, a step-by-step trace of how an Effect was processed.
Three complete samples
Kodes: A real time roguelite featuring 39 upgrades, status effects such as Poison, Weak, Doom, and Exposed, dashes, and knockback with wall slam and body slam damage. Many of its upgrades were built by an AI agent using power-skill.
3DCells: A real time action sample featuring 15 weapons and mechanics including blink strikes, poison stacking, charge mechanics, kill combos, and knockback with wall slam damage.
Slay The Sphere: A turn based deckbuilder sample featuring 20 cards, 7 relics, and 3 potions.
All samples are built using Power assets and can be inspected to see how the system is used in complete gameplay scenarios.
Documentation and tutorials
Full documentation, complete sample projects, and video tutorials are available to help you learn Power and see how its systems are used in practice.
Compatibility and support
• Unity 2021.3 or newer
• Full C# source code included
• No third party dependencies
• Compatible with any render pipeline. Power is a data and logic system and does not interact with rendering
Stats beyond numbers
Power supports ints, floats, clamped ranges, vectors, strings, Actor references, and Effect Packs. Stats can also provide gameplay functionality through Generators, Modifiers, Conditional Modifiers, Duration Modifiers, Limiters, State Based Effects, Event Based Effects, Reflectors, Directors, and Counter Effects. Status effects can be represented as Stats rather than separate custom scripts.
The processing funnel
Every Effect passes through Preprocess, Process, and Postprocess stages. The Process stage is further divided into Precontribution, Contribution, and Postcontribution. This allows values to be blocked, modified, limited, or reflected at different points in the processing flow. Processors provide functionality for immunity, hit rate, cast restrictions, critical hits, modifiers, limiters, shields, reflection, counter effects, and redirection.
Precision where it matters
Processors include variations that can separate values by sign, attribute, Actor, damage type, or conditions. This lets you create specific gameplay rules without writing custom logic. For example, a Critical Hit Processor can scale critical damage differently when the target is Undead and below 30% health. This rule only affects the critical damage calculation. Other Processors still perform their respective operations on the Effect, such as applying modifiers, limiters, shields, or other gameplay rules before the final value and result are produced.
Organized data
Stats are organized through a Repository, Environment, and Container hierarchy. This allows an Actor to maintain independent sets of stats, such as a robot whose individual limbs each have their own health values and damage behavior.
Turn Based and Real Time
Power supports both Turn Based and Real Time gameplay. They can also be used together within the same project.
AI Support
Because every Power mechanic is made of assets and the relations between them, an AI coding agent can build mechanics for you. Power ships with power-skill, an Agent Skill that teaches an agent how to turn a plain-language request into Power assets. For example: “when the player slays a foe, it damages the other foes within 4 meters.”
• Works with Claude Code, OpenAI Codex, GitHub Copilot, Gemini CLI, Cursor, and any agent that supports Agent Skills.
• Includes a command-line toolkit the agent uses to look up your project, create and wire assets through the Power Editor’s own code, load Premade Relation Packs, and validate the result.
• The agent builds with the same assets you do, so everything it makes can be inspected, debugged, and changed in the Power Editor and its tools.
Tooling
Power includes a dedicated editor window for creating and organizing assets, an asset validator, a quick world initializer, and debugging tools such as Relations, a graph of how a mechanic’s Stats and Effects connect, and Flow, a step-by-step trace of how an Effect was processed.
Three complete samples
Kodes: A real time roguelite featuring 39 upgrades, status effects such as Poison, Weak, Doom, and Exposed, dashes, and knockback with wall slam and body slam damage. Many of its upgrades were built by an AI agent using power-skill.
3DCells: A real time action sample featuring 15 weapons and mechanics including blink strikes, poison stacking, charge mechanics, kill combos, and knockback with wall slam damage.
Slay The Sphere: A turn based deckbuilder sample featuring 20 cards, 7 relics, and 3 potions.
All samples are built using Power assets and can be inspected to see how the system is used in complete gameplay scenarios.
Documentation and tutorials
Full documentation, complete sample projects, and video tutorials are available to help you learn Power and see how its systems are used in practice.
Compatibility and support
• Unity 2021.3 or newer
• Full C# source code included
• No third party dependencies
• Compatible with any render pipeline. Power is a data and logic system and does not interact with rendering