Unreal Engine developer tools

$4,374 in revenue over 9 months.
$0 spent on marketing.

I build and sell C++/Blueprint plugins and build-automation tooling for Unreal Engine 5 developers. Every sale to date has been organic — someone searched for a problem, found my tool, and bought it. I have never run an ad.

$4,374
Revenue
Feb–Oct 2026
$486
Average
per month
$70.66
Avg order value
direct store
$0
Marketing
spend to date

A product with proven conversion and no distribution

Three facts about this business, in the order that matters.

1. It converts unassisted

No ads, no outbound, no content marketing, no mailing list. 100% of revenue came from marketplace search and organic traffic. The product is already past the question of whether anyone wants it.

2. Direct sales are worth 10× more

A marketplace customer leaves a few dollars after platform fees. A customer on my own store leaves $70.66 on average and I keep nearly all of it. The same person, ten times the value, depending only on where they land.

3. Marginal cost is zero

Digital products with the source code already written. The hundredth sale costs exactly what the first one did: nothing. Every incremental dollar of revenue is almost entirely margin.

Monthly revenue by channel

Nine consecutive months of paid revenue across two channels. Figures are net payouts actually received, not gross bookings.

Net revenue, USD — February to October 2026
Fab marketplace Direct store
February 2026
Fab $281.49
Total $281
$281
March 2026
Fab $356.28
Total $356
$356
April 2026
Fab $766.22
Total $766
$766
May 2026
Store $495.00
Fab $679.73
Total $1,175
$1,175
June 2026
Store $342.99
Fab $189.12
Total $532
$532
July 2026
Store $46.78
Fab $291.60
Total $338
$338
August 2026
Store $246.13
Fab $228.78
Total $475
$475
September 2026
Fab $101.15
Total $101
$101
October 2026
Store $70.35
Fab $277.98
Total $348
$348
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct

Direct store sales began in May 2026, when the storefront launched. Marketplace payouts settle on a delay, so a given month's payout reflects sales closed one to two months earlier. Revenue is lumpy by nature: a single bundle sale moves a month by 20%.

View as table
MonthFab marketplaceDirect storeTotal
Feb 2026$281.49—$281.49
Mar 2026$356.28—$356.28
Apr 2026$766.22—$766.22
May 2026$679.73$495.00$1,174.73
Jun 2026$189.12$342.99$532.11
Jul 2026$291.60$46.78$338.38
Aug 2026$228.78$246.13$474.91
Sep 2026$101.15—$101.15
Oct 2026$277.98$70.35$348.33
Total$3,172.35$1,201.25$4,373.60

Why the direct channel is the whole opportunity

$70.66

Average order value, direct store

17 transactions, 15 distinct customers since launch. The best-selling item is the Complete Bundle — 11 copies sold, $970 in revenue at its launch price of $99. It now lists at $299. People buying direct buy big.

~$5–25

Typical marketplace order

Historical marketplace orders, after the platform's cut. Reach is free; margin and the customer relationship are not mine.

What is already built and selling

18 production plugins with full C++ source and Blueprint support, sold individually on Fab and in the direct store, or together as the Complete Bundle for $299 (over $1,000 bought one by one). Prices below are current direct-store list prices.

Gameplay frameworks & systems

Ultimate Game Components
50 drop-in gameplay components for any genre
$89.99
Ultimate Horror Framework
23 modular horror systems: fear, sanity, stalking AI
$89.99
RPG Game Framework
Stats, leveling, inventory, equipment, quests, dialogue
$89.99
Survival Game Framework
Inventory, crafting, building, needs, day/night, saves
$89.99
Shooter Game Framework
Fire modes, recoil, ADS, health, grenades, multiplayer
$29.00
Epic Boss System
Boss phases, special attacks, cinematic events
$44.99
Reputation & Faction System
Standing that changes NPCs, prices and quests
$44.99
Death & Respawn System
Checkpoints, penalties, item drops, respawn rules
$24.99
Simple Monster AI
Patrol, chase and attack with tunable aggression
$44.99

Tools, feel & infrastructure

Easy Interaction System
Doors, pickups, switches, containers, HUD prompt
$44.99
Game Juice
20 game-feel components: shake, hitstop, slow-mo
$24.99
Easy Vehicle System
Chaos physics vehicles, audio, fuel, enter/exit
$44.99
Paired Animation System
Executions, takedowns, synced animation, GAS
$44.99
Easy Monster Spawner
Wave spawning, difficulty scaling, loot tables
$24.99
Battle Music Changer
Seamless exploration/combat music transitions
$24.99
LocKit: One-Click Localization
Scan, export one spreadsheet, import translations
$89.99
AdrenalineNet: Smooth Replication
2.7× less replication bandwidth, no teleporting props
$89.99
AdrenalineGuard: Memory Tamper Protection
Stops memory editors changing gold, health, ammo, score
$89.99

Four desktop tools: built, priced, not yet marketed

Higher-ticket software for studios, with the engineering finished and licensing, trials and payments live in production. None of them has had a launch campaign — there has been no budget to give them one.

AMEM Shipped

See which code is eating a game’s memory. Memory, frame time and CPU of a running game in any engine (Unreal, Unity, custom C++), a clickable 3D memory map down to function, file and line, before/after comparison also in CI. 14-day free trial.

$149–$4,900 / year · Indie to Studio Site

ReplayCore Shipped

Record a play session on a tester’s PC and replay it step for step, including stepping back. Captures input, random numbers, time and iteration order, and names the exact step where a replay diverged. Integrates with one compiler flag.

$149–$4,900 / year · Indie to Studio Site

Buildsworn Shipped

Makes an AI coding agent (Claude Code) prove an Unreal build works before it says “done”: compile gates, log gates, automation tests, screenshot checks, packaging. 167 MCP tools for UE5, one Windows installer, CI exit codes.

Solo free · Studio $499 + $149 / year updates

Scope Free

Market research for indie developers: every Steam indie release from the last 12 months with reviews, prices, launch dates and live player counts. Free download that collects e-mail addresses — a lead source for the paid tools.

Free lead magnet

Working capital for one thing only: distribution

The product is proven. The catalog is built. The licensing infrastructure runs. The single missing input is reach — and reach is the one thing that costs money I have not had.

$12,400
12-month campaign to reach Unreal Engine studios and developers
AllocationAmount
Sponsored tutorials with Unreal Engine YouTubers — 6 videos$3,600
Gamedev newsletter placements — 8 slots$2,400
Own tutorials and documentation (organic search)$1,800
Demo video production for every marketplace listing$1,600
Developer communities — Reddit, Discord$1,000
Analytics, conversion tracking, price testing$800
Reserve, allocated to whichever channel proves out$1,200
Total$12,400

Four of these line items produce assets rather than impressions. A sponsored tutorial, a written guide and a listing video keep working after the budget stops; paid clicks do not. At a $70 average order value, paid search and paid social cannot clear their own cost — so they are not in the plan.

  • Revenue share until capital is returned, then an ongoing percentage — or a small equity slice. Terms open to discussion.
  • Purely capital. Product, code, roadmap and operations stay entirely with me. No board seat required, no management burden, no time commitment on your side.
  • Spend is traceable. Every dollar is committed against the table above and reported against it line by line. Revenue comes from live payout data, not estimates — the same data this page is built from.
  • Downside is bounded by what already exists. The business generates revenue today with zero spend. The investment buys acceleration, not survival.

What I would want to know in your position

Anything a reasonable diligence process would surface, stated upfront.

Revenue is small and volatile

$486 per month on average, with a range from $101 to $1,175. This is an early, lumpy revenue line — a single bundle sale materially moves a month. It is a proof of conversion, not a stable cash flow.

Part of the direct-store history is manually recorded

Of 17 direct transactions, 9 were entered manually into the ledger during the store's early months; 8 are automatically captured through PayPal IPN and card processing with full transaction records. Marketplace payouts are independently verifiable in full. Complete documentation available on request.

Single-person operation

I write every line of code and run every part of this product line myself. That keeps costs near zero and decisions fast, and it concentrates key-person risk. The products are shipped with full C++ source, which limits customer exposure if I am unavailable.

Platform dependency on the marketplace channel

73% of revenue to date came through Fab, where pricing, search ranking and fees are outside my control. This is precisely the dependency the raise is intended to reduce by growing the direct channel.

Paid acquisition is unproven for this business

I have never run a campaign, so there is no historical CAC to point at. The case rests on a proven organic conversion rate and a $70 average order value, not on a measured paid funnel.