Questlight Studio
Unreal Engine 5.8 · Code plugin · Coming soon

RPG Saga Engine

Build your RPG. Not your RPG engine.

A complete, no-code RPG framework for Unreal Engine 5: tactical grid battles, active-time battles and turn-based combat, exploration, dialog, quests and progression, all driven by data.

Price: [PRICE] Release: [RELEASE DATE] Docs: [DOCS LINK]
[TRAILER]

Set trailer in config.php to a YouTube ID

3battle systems, one roster
500+Blueprint nodes and events
40+content types imported from CSV/JSON
470+automated tests, headless battles
Three battle systems

Tactics, active-time and turn-based. Same heroes, same abilities, same items.

Characters, classes, abilities and items are defined once. Each encounter decides which battle mode it uses, so a roaming patrol can be a quick active-time fight and the fortress gate a full tactical battle on the map you just explored.

[SCREENSHOT]Tactical grid battle: height, facing and line of sightassets/img/shots/battle-tactics.jpg

Tactics

  • Grid battles with height, facing, line of sight, terrain and flanking
  • Action Points: move and act in any order
  • Battles happen directly on the explored map, no separate arena
  • Target preview with classic tiles or modern rings and arcs, hit % and damage
[SCREENSHOT]Active-time battle with command menus and gaugesassets/img/shots/battle-atb.jpg

Active-time (ATB)

  • Real-time gauges, front and back rows
  • Wait and Active modes, queued commands
  • Classic command menus with submenus: Attack, Skills, Magic, Items, Actions
  • Timed-hit and block action commands
[SCREENSHOT]Turn-based battle with a timeline turn orderassets/img/shots/battle-turnbased.jpg

Turn-based

  • Round-based or timeline (CTB) turn order
  • Turn markers, battle cues and a cinematic camera for special moves
  • Preemptive and back-attack initiative
  • Per-mode rules on every ability
No-code workflow

From spreadsheet to playable in four steps.

The core is C++, but every feature is exposed through data, editors and Blueprints. You never have to open a C++ file. You never have to wait on a programmer to add a class or an ability.

Start from the wizard

The "New RPG Project" wizard sets up folders, data assets and an example map. The Configurator validates your setup and points at anything missing.

Author in data

Define attributes, resources, classes, abilities, enemies, items and shops as data assets or import them from CSV/JSON: 40+ content types, with validation and a dry-run before anything is written.

Build in the editors

Dialog and quest graph editors, an in-level encounter layout editor, character preview actors and a gallery generator. See it in the viewport, not in a text file.

Play and iterate

Press Play. Tweak formulas as expressions, swap a screen for your own UMG widget, re-import a sheet. Blueprint events fire for everything that happens.

[SCREENSHOT]Dialog graph editorassets/img/shots/editor-dialog-graph.jpg
[SCREENSHOT]In-level encounter layout editorassets/img/shots/editor-encounter-layout.jpg
AI-ready content pipeline

Generate content with any AI. Import it in one step.

Every content type ships with a ready-made prompt pack. Ask your assistant of choice for twenty abilities, a boss with three phases, a side quest or a full dialog scene written as a screenplay. Paste the result into the importer, run the validation, and it's in your game.

  • Prompt packs for abilities, classes, enemies, items, dialogs and quests
  • Screenplay text format for dialogs, readable by writers and machines alike
  • Validation and dry-run catch broken references before import
  • Works with any model. Nothing is locked to a vendor
[SCREENSHOT]From AI-generated screenplay to a dialog graphassets/img/shots/ai-pipeline.jpg
[SCREENSHOT]Live AI debugger showing utility scores and team rolesassets/img/shots/ai-debugger.jpg
Adaptive difficulty

Enemies get smarter, not spongier.

Difficulty changes enemy intelligence, not their stats. A utility AI with a continuous skill level decides how well enemies focus targets, protect their healer and exploit your weaknesses. Same monster, very different fight.

  • Boss phases and team roles (tank, healer, controller, striker)
  • Gambit-style rules for scripted behavior when you want it
  • Live AI debugger: see every score, every decision, in play
Progression Designer

Balance the whole game before anyone playtests it.

Plan zones, level ranges and bosses on one screen. The headless battle simulator runs thousands of encounters in seconds, projects player levels through the game and flags areas that are too easy or too grindy. The included starter content was balanced this way.

[SCREENSHOT]Progression Designer with projected player levels per zoneassets/img/shots/progression-designer.jpg
Everything else an RPG needs

Exploration, encounters, economy, saves. It's all in.

Ability Toolkit

20+ effect types: damage, heal, statuses, knockback, pull, summons, terrain objects, projectiles, area shapes, reactions and counters, transformations. Per-mode rules, timed-hit and block commands.

Data-driven attributes

HP, MP, Rage or anything you invent. Resources and attributes are data, and every formula is an editable expression.

Random encounters, both ways

Step-based encounter zones with generated groups, elites, repel and lure items and a player "battle frequency" option. Or visible roaming enemies: passive, cautious or aggressive, with sight and chase, triggering battles on contact.

Exploration & puzzles

Examine, key items, locks with codes, item combining, documents, doors, recruitment, optional scenes, save points and save items, world map and zone travel.

One Conditions & Effects language

Dialog, quests, puzzles and encounters share the same conditions and effects. Learn it once, use it everywhere.

Complete save system

9 sections, atomic files with backup, thumbnails and autosave. Saves survive a crash mid-write.

Economy

Shops, loot tables, money and rare drops, all configured in data and tied to the same item definitions the battles use.

Replaceable UI

27 screen slots backed by view-models. Swap any screen for your own UMG widget without touching the logic behind it.

Localization-ready

Every text is localizable. A full Romanian translation ships as a working example of the pipeline.

Built for performance

No default Tick, soft references throughout, scalability profiles including a Steam Deck profile.

Presentation

Battle cues, cinematic camera for special moves with a fixed camera otherwise, target preview, turn markers, tutorials and a bestiary.

Blueprint everything

500+ nodes and events. Every system raises events you can hook, every action can be triggered from a graph.

[SCREENSHOT]Results screenassets/img/shots/results-screen.jpg
[SCREENSHOT]Party menuassets/img/shots/party-menu.jpg
Starter content included

Ready to play on day one. Ready to copy on day two.

Not a tech demo. A balanced, playable slice you can ship from or tear apart to learn the structure.

8

Playable classes

Paladin, Warrior, Sorcerer, Cleric, Ranger, Rogue, Monk, Summoner, one hero each, 16–19 abilities each, unlocking up to level 76.

10

Enemy families

Plus elites, 6 zone bosses and 2 optional super bosses at levels 85 and 95.

6

Progression zones

Levels 1–72 plus an optional endgame area, 40 balanced encounters, gear in 6 tiers, consumables, key items, loot tables and shops.

1

Playable example map

Zone 1 with party, recruits, a trader, random encounters, a roaming patrol, a tactical key battle and a boss. Plus an example main menu.

Starter content is placeholder-friendly: bring your own art or use the UE5 mannequin, installed with one click from the engine templates. Showcase visuals may use assets not included in the product and are always labeled.

Tech specs

What you get, exactly.

Engine
Unreal Engine 5.8 at launch
Type
C++ code plugin with 3 modules (core logic, runtime presentation, editor tools) plus plugin content
Platforms
Windows (Win64). Runs on Steam Deck
Projects
Works in Blueprint-only projects. No C++ knowledge needed
Dependencies
Engine plugins only: Enhanced Input, Niagara, Animation Warping, Gameplay Tags Editor
Optional
The UE5 mannequin, installed with one click from the engine templates
Quality
470+ automated tests. Battle logic runs headless
Docs & support
[DOCS LINK] · [DISCORD/SUPPORT EMAIL]
Roadmap

Where it's going.

  • Launch

    RPG Saga Engine on Fab for Unreal Engine 5.8, with the full starter content and documentation. [RELEASE DATE].

  • Next

    Showcase demo: a downloadable build of the example zone so you can feel the three battle modes before buying.

  • Ongoing

    Documentation deep-dives and video tutorials for every system, published here and on our channels.

  • Later

    More starter content: additional classes, enemy families and encounter templates. Engine version updates as new releases land.

FAQ

Questions developers ask first.

Do I need to know C++?

No. The core is written in C++ for performance, but every feature is exposed through data assets, editors and 500+ Blueprint nodes. The plugin works in Blueprint-only projects.

Can I use only one battle system?

Yes. Each encounter chooses its mode. Build a pure tactical RPG, a pure active-time RPG, or mix them per encounter. Unused modes cost you nothing.

Can I replace the UI?

Yes. There are 27 screen slots backed by view-models. Replace any screen with your own UMG widget; the logic underneath stays the same.

Which characters and art are included?

Placeholder-friendly starter content. Bring your own art or use the UE5 mannequin, installed with one click from the engine templates. Showcase visuals may use assets not included in the product; they are always labeled.

Which engine versions are supported?

Unreal Engine 5.8 at launch. Later engine versions will be added as they are released.

Can I import content from spreadsheets?

Yes. 40+ content types import from CSV or JSON with validation and a dry-run, so you see exactly what would change before anything is written.

How is difficulty handled?

Difficulty changes enemy intelligence, not stats. A utility AI with a continuous skill level makes enemies focus, protect and exploit better at higher settings. You can still tune stats if you want to.

Where do I get support?

Through [DISCORD/SUPPORT EMAIL], and through the documentation. Bug reports with a reproduction get priority.

Build your RPG. Not your RPG engine.

RPG Saga Engine for Unreal Engine 5.8. [PRICE] on Fab.