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: $12. The latest store price is $24.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $24 | Latest store price | |
| $24 | Unity First Price 2026-10-20 2026-10-20 | |
| $12 | Unity New Release Discount 2026-10-20 2026-11-03 | |
| $12 | Unity New Release Discount 2026-10-20 2026-11-03 |
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 PULSE — AAA Game Feel & Polish Engine
- Tools, Systems & Learning > Development Tools & Automation
Turn Stiff, Floaty Mechanics into Addictive, Punchy Gameplay
Ever wonder why hitting an enemy in Hollow Knight, Celeste, or Doom feels so incredibly satisfying, while your prototype feels like cardboard?
The secret isn't high-end graphics. It's Juice.
Game feel is the tactile conversation between the player's fingers and the screen. When an attack connects, the player expects an immediate symphony of micro-events: a 0.08s frame freeze (HitStop), directional camera punch, trauma-based screen shake, chromatic aberration pulse, volume-preserving character deformation, and pitch-randomized audio with low-pass ducking.
Why do most indie prototypes feel flat, floaty, and unrewarding?
Because true "game feel" requires dozens of intertwined micro-feedbacks: volume-conserving squashes, responsive 2nd-order spring physics, trauma-curved camera shakes, frame-perfect hitstops, and dynamic audio ducking. Building this from scratch takes weeks of tedious boilerplate and risks tanking your mobile frame rate with Garbage Collection spikes.
Meet PULSE — the definitive AAA Game Feel & Polish Engine for Unity.
Designed for developers who refuse to compromise between tactile satisfaction and zero-overhead performance, PULSE gives you an entire studio-grade feedback pipeline in one line of zero-GC C# code or one click of an inspector preset.
Featuring an interactive 2nd-Order Spring Studio, trauma-based Camera Shake with Cinemachine bridging, radial Shockwave Shaders, pooled Combat Text Popups, and a 1-Click Scene Setup Doctor, PULSE transforms amateur mechanics into punchy, addictive gameplay in seconds.
With over 50+ battle-tested presets for combat, movement, arcade, and UI, you will never ship a stiff game again.
Stop wrestling with clunky tweens. Inject juice into your game today.
Default Unity provides none of this out of the box. You are left writing messy coroutines, fighting DOTween allocations, or buying bloated 150MB mega-frameworks that take three days to learn.
PULSE solves this forever.
Engineered as a clean, high-performance, dark-tech powerhouse, PULSE gives you an industrial-grade game feel pipeline that runs with zero runtime GC allocations and requires zero boilerplate.
⚡ 8 Powerhouse Modules Built into One Unified Engine
1. 🌀 2nd-Order Harmonic Spring Physics Engine
Say goodbye to stiff, robotic linear tweens. PULSE features true 2nd-order differential harmonic oscillator physics (simulating exact mass, angular frequency ff, damping ratio ζζ, and initial velocity response rr).
Any Target, Zero Allocations: Drive Transforms (position, rotation, scale) and UI RectTransforms (anchoredPosition, sizeDelta, CanvasGroup alpha).
Interactive Spring Studio: Tweak damping and elasticity in real time with our live curve visualizer window before touching a single line of code.
Instant Presets: Switch instantly between Snappy, Bouncy, Gentle, Stiff, and Wobbly dynamics.
2. 🎥 Trauma-Based Camera Polish & Cinemachine Auto-Bridge
Based on the industry-standard trauma model (Trauma2Trauma2 / Trauma3Trauma3 decay), PULSE delivers natural, physical screen shake that never clips or disorients players.
Smart Trauma Management: Stack explosions smoothly without violent camera jumping.
Directional Kick & FOV Zoom-Punch: Kick the camera along recoil vectors and pulse field-of-view on heavy impacts with smooth exponential recovery.
Seamless Cinemachine 2 & 3 Support: Zero-setup adapter automatically connects to your active Virtual Cameras.
3. 🧪 Volume-Conserving Squash, Stretch & Organic Wobble
Bring 2D sprites and 3D models to life with physical mass conservation.
Mathematical Volume Conservation: When characters squash down along the Y-axis (Sy
Ever wonder why hitting an enemy in Hollow Knight, Celeste, or Doom feels so incredibly satisfying, while your prototype feels like cardboard?
The secret isn't high-end graphics. It's Juice.
Game feel is the tactile conversation between the player's fingers and the screen. When an attack connects, the player expects an immediate symphony of micro-events: a 0.08s frame freeze (HitStop), directional camera punch, trauma-based screen shake, chromatic aberration pulse, volume-preserving character deformation, and pitch-randomized audio with low-pass ducking.
Why do most indie prototypes feel flat, floaty, and unrewarding?
Because true "game feel" requires dozens of intertwined micro-feedbacks: volume-conserving squashes, responsive 2nd-order spring physics, trauma-curved camera shakes, frame-perfect hitstops, and dynamic audio ducking. Building this from scratch takes weeks of tedious boilerplate and risks tanking your mobile frame rate with Garbage Collection spikes.
Meet PULSE — the definitive AAA Game Feel & Polish Engine for Unity.
Designed for developers who refuse to compromise between tactile satisfaction and zero-overhead performance, PULSE gives you an entire studio-grade feedback pipeline in one line of zero-GC C# code or one click of an inspector preset.
Featuring an interactive 2nd-Order Spring Studio, trauma-based Camera Shake with Cinemachine bridging, radial Shockwave Shaders, pooled Combat Text Popups, and a 1-Click Scene Setup Doctor, PULSE transforms amateur mechanics into punchy, addictive gameplay in seconds.
With over 50+ battle-tested presets for combat, movement, arcade, and UI, you will never ship a stiff game again.
Stop wrestling with clunky tweens. Inject juice into your game today.
Default Unity provides none of this out of the box. You are left writing messy coroutines, fighting DOTween allocations, or buying bloated 150MB mega-frameworks that take three days to learn.
PULSE solves this forever.
Engineered as a clean, high-performance, dark-tech powerhouse, PULSE gives you an industrial-grade game feel pipeline that runs with zero runtime GC allocations and requires zero boilerplate.
⚡ 8 Powerhouse Modules Built into One Unified Engine
1. 🌀 2nd-Order Harmonic Spring Physics Engine
Say goodbye to stiff, robotic linear tweens. PULSE features true 2nd-order differential harmonic oscillator physics (simulating exact mass, angular frequency ff, damping ratio ζζ, and initial velocity response rr).
Any Target, Zero Allocations: Drive Transforms (position, rotation, scale) and UI RectTransforms (anchoredPosition, sizeDelta, CanvasGroup alpha).
Interactive Spring Studio: Tweak damping and elasticity in real time with our live curve visualizer window before touching a single line of code.
Instant Presets: Switch instantly between Snappy, Bouncy, Gentle, Stiff, and Wobbly dynamics.
2. 🎥 Trauma-Based Camera Polish & Cinemachine Auto-Bridge
Based on the industry-standard trauma model (Trauma2Trauma2 / Trauma3Trauma3 decay), PULSE delivers natural, physical screen shake that never clips or disorients players.
Smart Trauma Management: Stack explosions smoothly without violent camera jumping.
Directional Kick & FOV Zoom-Punch: Kick the camera along recoil vectors and pulse field-of-view on heavy impacts with smooth exponential recovery.
Seamless Cinemachine 2 & 3 Support: Zero-setup adapter automatically connects to your active Virtual Cameras.
3. 🧪 Volume-Conserving Squash, Stretch & Organic Wobble
Bring 2D sprites and 3D models to life with physical mass conservation.
Mathematical Volume Conservation: When characters squash down along the Y-axis (Sy