Current sales News My Tracked Assets Login
Smart Quest System preview
Unity

Smart Quest System

By RealCut

$34.99

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: $24.49. The latest store price is $34.99.

Recorded prices for Smart Quest System 4 price observations from Sep 4, 2026 to Nov 6, 2026. Lowest recorded price $24.49. Exact dates and prices are listed below. $0.00 $17.50 $34.99 Sep 4, 2026: $24.49. Unity New Release Discount 2026-09-04 2026-09-18 Sep 4, 2026: $24.49. Unity New Release Discount 2026-09-04 2026-09-18 Sep 4, 2026: $34.99. Unity First Price 2026-09-04 2026-09-04 Nov 6, 2026: $34.99. Latest store price Sep 4, 2026 Nov 6, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$34.99Latest store price
$34.99Unity First Price 2026-09-04 2026-09-04
$24.49Unity New Release Discount 2026-09-04 2026-09-18
$24.49Unity New Release Discount 2026-09-04 2026-09-18

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 Smart Quest System

  • Tools, Systems & Learning > Game Templates & Systems
  • Art & Visuals > UI & GUI
I built this because the same thing kept breaking in every quest system I tried. A quest would not show up, or a player got stuck, and there was no fast way to see why. So that is the whole idea here. Every condition a quest checks hands back a real reason in words, not just true or false. When a quest is locked it can say Requires at least level 3, you have 1. That same line shows up in the quest log, in a tooltip, and in the debugger, and you can drop it into your own UI, because it gets worked out in one place. Two things come out of that, and you can check both before you buy. The quest logic lives in a plain C# core that never touches UnityEngine, so it runs in unit tests without you entering Play mode. I put 130 of those tests in the package so you can run them yourself. And every quest is just a ScriptableObject, so when a teammate edits one you read it as an ordinary line in a Git diff instead of opening a graph editor to work out what moved. It stays out of your way. Rewards are data in your own words, and the framework never hands anything to the player. You register one small hook and your economy stays yours. Objectives handle the common cases: count something like collect 3 ore, check a live world state like have 3 ore which drops back to incomplete if the player spends it, or count distinct things like visit 3 different shrines. Anything unusual is a custom objective in about ten lines. Chains, choices, timed quests, repeat rules and fail states are fields you set in the inspector, not classes you have to inherit from. Any game that tracks goals fits, from an RPG to a survival game to a tutorial to a side questline in a shooter. The quest log, tracker and popups are an optional uGUI prefab with a single theme asset. Restyle it, replace it, or skip it and use your own. Nothing here depends on it, and nothing depends on any other asset I sell. You get the full C# source. No DLLs.

Unity price last checked .

Prices and availability may change.