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: $7.50. The latest store price is $15.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price | |
| $15 | Unity First Price 2026-09-03 2026-09-03 | |
| $7.50 | Unity New Release Discount 2026-09-01 2026-09-15 | |
| $7.50 | Unity New Release Discount 2026-09-01 2026-09-15 |
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 Visual Dialogue Graph - Branching Conversations for Unity
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
Build branching conversations without writing a parser, a script format, or a state machine.
Conquerror Dialogue System is a node based dialogue editor for Unity 6. You draw the conversation. The system runs it.
No new language to learn
No custom scripting syntax, no markup format, no external tool. Everything lives in a Unity window and behaves like Unity. If you can use the Animator or Shader Graph, you already know how this works.
Drag and drop authoring
Right click to add a node. Drag from one port to another to connect them. That's the whole workflow.
Four node types cover everything:
- Dialogue Line for a speaker and their text
- Choice for player options
- Condition to branch on what the player has done
- Action to remember what just happened
Branches split and rejoin freely. Hit Save when you're done.
Conditions without code
Declare a key in the side panel, give it a name and a type, and it shows up in a dropdown on every Condition and Action node. Set a flag when the player agrees to help. Check it three conversations later. Writers can build the entire branching structure on their own.
Simple to hook up
Code needs to subscribe to three events and call two methods to run a conversation. No UI is forced on you. The runner tells you what to display and gets out of the way.
Your save system stays yours
The system never writes a file. Call one method and you get a string, ready for PlayerPrefs, your own save format, or the cloud.
Conquerror Dialogue System is a node based dialogue editor for Unity 6. You draw the conversation. The system runs it.
No new language to learn
No custom scripting syntax, no markup format, no external tool. Everything lives in a Unity window and behaves like Unity. If you can use the Animator or Shader Graph, you already know how this works.
Drag and drop authoring
Right click to add a node. Drag from one port to another to connect them. That's the whole workflow.
Four node types cover everything:
- Dialogue Line for a speaker and their text
- Choice for player options
- Condition to branch on what the player has done
- Action to remember what just happened
Branches split and rejoin freely. Hit Save when you're done.
Conditions without code
Declare a key in the side panel, give it a name and a type, and it shows up in a dropdown on every Condition and Action node. Set a flag when the player agrees to help. Check it three conversations later. Writers can build the entire branching structure on their own.
Simple to hook up
Code needs to subscribe to three events and call two methods to run a conversation. No UI is forced on you. The runner tells you what to display and gets out of the way.
Your save system stays yours
The system never writes a file. Call one method and you get a string, ready for PlayerPrefs, your own save format, or the cloud.