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: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price | |
| $9.99 | Unity First Price 2026-09-04 2026-09-04 |
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 Quick Quest Log - Quest System
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > UI & GUI
DESIGN IT AS CARDS
Lay quests out on a board, drag from one card onto another to make it a prerequisite, and let Auto Layout arrange the whole chain. Loops are detected and refused. Built-in validation calls out quests with no objectives, duplicated quests, empty targets, and quests no player could ever reach.
EVERY OBJECTIVE, EDITED IN PLACE
Pick a card and write its lines right there in the side panel. Five built-in kinds - Collect, Defeat, Reach, Talk, Deliver - plus Custom for anything else. Reorder them, retarget them, and set how they behave: a hidden line that only appears once the one above it is done, or a failure line that ends the quest the moment it completes.
A JOURNAL YOUR PLAYERS READ
Drop the journal into your scene and it is finished: category tabs, the quest list with live progress bars, and a detail pane holding the briefing, the objective checklist, the reward and the Accept / Track / Abandon buttons. Locked quests stay in the list and say what is standing in the way. A HUD tracker follows the quest the player is tracking, ticks its objectives as they happen, and hides itself when there is nothing to show. Four built-in themes - Midnight, Parchment, Slate and Ember - restyle both views at once.
ONE CALL, EVERY QUEST THAT CARRIES
Gameplay reports what happened. The log works out which quests it moves.
QuestLogContainer.Main.Defeat("wolf");
QuestLogContainer.Main.Collect("moonherb", 5);
Objectives tick, quests complete, the next links unlock and auto-start quests fire - without another line from you. No per-quest wiring, no listener soup.
BRANCHING AND GATING
Prerequisites with AND or OR logic. Level requirements. Repeatable bounties. Auto-starting openers. And either/or groups, where taking one quest closes the other for good.
CLEAN UNDER THE HOOD
The journal is optional. Beneath it is a plain C# model: quest states, objective counts, unlock rules and change events, with no scene and no Unity lifecycle - drive it straight from gameplay code and draw your own interface if you prefer. Save and load to JSON, PlayerPrefs or a file. Rows are keyed by quest id, so editing your board later never corrupts an existing save.
NO DEPENDENCIES
uGUI and Unity's built-in font. Every sprite the journal draws is generated at runtime, so there is no art to import. No TextMeshPro, no Input System, no third-party packages. Works on Built-in, URP and HDRP.