Est. 2026 · Unity Asset Store

Unity assets,
obsessively engineered.

Editor tools, runtime systems, and gameplay templates — built first for shipping games of my own, then released for yours. Best-in-class. Brutally tested. Documented like you wished every asset was.

  • Status Pre-launch
  • First release 2026
  • Support 24/7 — at launch
The standard

Not slop. Never slop.

The Unity Asset Store is full of things that almost work. Kwingku exists because I needed tools I could actually trust under my own production deadlines — so that's the bar.

  • 01

    Built for shipping games

    Every package starts as a tool I needed for a game I was actually shipping. By the time it reaches the store, it has survived production — not just a tidy demo scene.

  • 02

    Obsessive testing

    Every supported Unity LTS, every render pipeline target, every edge case I can dream up. If a regression slips through, it gets a test and a patch within the support SLA.

  • 03

    Documentation as a deliverable

    Written like the manual you wished every asset shipped with — quickstart, full API reference, sample scenes that explain themselves, and a changelog that respects your time.

In the forge

What's coming first.

A working list of the first releases. Names and scope will firm up as each one finishes its production trial. Subscribe below and you'll hear from me the day one is ready.

  • Editor Tools In development

    Inspector Forge

    Custom inspectors and property drawers that feel native, without writing a single editor script.

  • Editor Tools Coming soon

    Scene Conductor

    Scene loading, transitions, and additive composition — with deterministic teardown you can trust.

  • Runtime Systems In development

    Persist

    A save system that survives refactors. Versioned migrations, atomic writes, no broken save files.

  • Runtime Systems Coming soon

    Quill

    Branching dialogue with a writer-friendly format, runtime conditions, and zero allocations per line.

  • Gameplay Templates Beta

    Stride

    A third-person controller you can actually ship with — physics-correct, input-agnostic, fully readable.

  • Gameplay Templates Coming soon

    Crawl Core

    Procedural rooms, deterministic seeds, and run loops — the boring infrastructure under every roguelike.

The contract

What you get, every time.

Plain commitments. No fine print, no asterisks. These hold for every Kwingku release.

Unity support
Latest two LTS versions, always.
Source included
Every package ships full C# source. No DLLs, no obfuscation.
Zero tracking
No analytics, no phone-home, no surprises in your build.
Samples & docs
Every release ships with sample scenes and a written manual.
Support SLA
Replies within one business day. AI agents on duty 24/7.
Changelog
Semver. Migration notes when anything user-facing changes.
Support

24/7 AI support — opening with the first release.

When the first asset ships, support comes with it: AI agents trained on every Kwingku package's source and docs, available around the clock — and a human (me) reading every flagged ticket within one business day.

Until then, reach me directly at support@kwingku.com.