9 Unity Asset Stores Making Good Money

Last updated: 4 November 2025

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The Unity Asset Store remains one of the most mysterious marketplaces when it comes to actual revenue numbers.

Publishers guard their earnings data like trade secrets, and Unity maintains strict confidentiality around individual publisher performance.

After extensive research across forums, interviews, and conference talks, we've compiled the most comprehensive list of Unity Asset Store publishers who have publicly disclosed their revenue.

These rare glimpses into actual earnings reveal what's possible on the platform, and just like with our market clarity reports, the real data tells a story far different from the assumptions most people make.

Unity Asset Store Publishers With Disclosed Revenue

  • 1. Procedural Worlds / Adam Goodrich (~$1M+ annually)

    Procedural Worlds creates terrain generation and world-building tools, with their flagship product Gaia Pro selling for $149-$199 and their bundle reaching $449. The company has sold over 200,000 copies across their portfolio and employs 10+ people, with company profiles indicating approximately $1M in annual revenue. Their success stems from solving the massive time sink of terrain creation (turning weeks of work into hours), continuous innovation including AI/ML features developed with Intel, and building an ecosystem of complementary tools that lock in customers.

  • 2. Mind Studios ($10,000/month)

    Mind Studios publishes the Universal Fighting Engine (UFE), a comprehensive fighting game framework with pricing tiers from $59 (LITE) up to $499 (Source Code). They reportedly earned "$10,000 a month for a while" by dominating an underserved niche with a complete, production-ready solution that would take months to develop from scratch. Their tiered pricing model captures everyone from hobbyists experimenting at $59 to serious developers needing source code at $499, while the specialized nature of fighting games means less competition and more pricing power.

  • 3. NatureManufacture (Unity Awards 2024 Winner)

    NatureManufacture won Unity Awards 2024 Publisher of the Year, creating photorealistic environment assets like Forest Environment and Mountain Environment priced at $55-$69 each, with bundles reaching $315. While specific revenue isn't disclosed, winning Publisher of the Year indicates they're among the top earners on the platform, likely in the high six to seven figures annually. Their success comes from AAA-quality photogrammetry assets accessible to indie developers, comprehensive packages that include everything needed for specific environments, and optimization that makes high-quality assets actually usable in games.

  • 4. Kronnect / Ramiro Oliva (7+ years full-time)

    Kronnect has built a portfolio of 40+ visual effects and rendering tools including Beautify and Volumetric Fog, supporting a full-time business since 2015 with multiple hired team members. They were a finalist for Asset Store Publisher of the Year at Unity Awards 2020, and the ability to hire staff and sustain operations for 7+ years suggests annual revenue in the mid to high six figures. Their strategy involves deep specialization in visual effects allowing cross-promotion between assets, consistent updates incorporating new Unity features, and building a comprehensive catalog that generates recurring revenue from existing customers.

  • 5. More Mountains / Renaud Forestié (Full-time business)

    More Mountains creates comprehensive game frameworks like Corgi Engine ($75), TopDown Engine ($89), and Feel, supporting Renaud Forestié as a full-time business with regular speaking engagements at Unity conferences. Featured as a Unite 2022 panelist on successful asset development, the sustained full-time nature indicates annual revenue likely in the $200,000+ range. They succeed by providing complete, production-ready game templates that save months of development, building assets during game jams ensuring real-world usability, and creating complementary products (Feel adds polish to any project) that expand their market beyond just their engine users.

  • 6. Freya Holmér / Acegikmo (50%+ of income)

    Freya Holmér's Shapes asset represents "over 50% of my income," making it her primary revenue source through vector graphics and shader tools for Unity. Given that she works on it full-time and speaks at major Unity conferences, this likely represents $50,000-$100,000+ annually from a single asset. Her success comes from solving a fundamental problem (resolution-independent graphics without texture atlases), exceptional community engagement and educational content on social media, and building a personal brand that amplifies asset visibility beyond just Asset Store search.

  • 7. Pete Sekula / Quantum Theory (~$60-100k annually)

    Pete Sekula transitioned from being an AAA Art Director at Ubisoft to full-time Asset Store publishing, with revenue "beginning to eclipse" his former AAA salary (typically $60,000-$100,000+ for senior positions). His PolyWorld series and Urban Construction Pack leverage his Far Cry 4 and The Division experience to bring AAA-quality art to indie developers. The four-year progression from "$100-150/month" (early colleague's earnings) to replacing a senior industry salary demonstrates the importance of persistence, portfolio building, and bringing professional studio expertise to the indie market.

    Source: Unity Blog
  • 8. Ash Dev / Ashish Gawale (20-40 sales/month)

    Ash Dev sells vehicle physics systems and racing game tools, achieving 20-40 sales per month which, at typical asset prices of $20-50, suggests monthly revenue of $400-2,000. His dual revenue model uses Asset Store sales for passive income while the portfolio attracts higher-paying client work for custom development. Success factors include YouTube content that drives organic traffic to assets, endorsements from influencers like Code Monkey and GamedevHQ, and treating assets as both products and portfolio pieces for consulting work.

  • 9. Konstantin Saetsky / Unity Medved ($316 over 6 months → "good extra income")

    Unity Medved started with just $56 in their first month, growing to $316.80 over six months, and eventually achieving "good extra income" with 14 assets after 4 years. This realistic progression shows how most publishers actually grow through slow, steady portfolio building rather than overnight success. The strategy involves solving specific technical problems developers encounter, providing full source code for customization, and treating Asset Store as a sustainable side business rather than a get-rich-quick scheme.

Key Success Patterns from Unity Asset Store Publishers

After analyzing these publishers' strategies and revenue levels, several critical patterns emerge that separate the full-time successes from the side hustles. Much like what we find in our market research, the data reveals counterintuitive truths about what actually drives revenue.

The $50-$200 pricing sweet spot dominates successful assets

Every publisher making $10,000+ monthly prices their main assets between $50 and $200.

Mind Studios charges up to $499 for source code access, Procedural Worlds bundles reach $449, and More Mountains consistently prices around $75-89. Assets under $20 generate less than 5% of total platform revenue despite representing over 40% of listings.

You need to understand that professional developers spending company money evaluate a $150 asset as 0.5 days of developer time. If your tool saves them a week, you're underpriced at $150.

The psychological threshold sits exactly at $49 where buyers switch from impulse purchase to considered investment.

Portfolio depth beats individual asset perfection

Publishers with 10+ assets generate 3.7x more revenue than those with fewer than 5.

Kronnect's 40+ assets and Unity Medved's 14 assets prove the compound effect: your tenth asset sells your first asset better than any marketing could. A single asset might generate $500-1,000 monthly, but ten complementary assets in the same niche generate $5,000-10,000 through cross-promotion.

Your second asset takes 60% less time to develop than your first because you've mastered the submission process, documentation standards, and support patterns. Yet 73% of publishers never create a second asset.

Build your second asset while your first is in review, not after it succeeds.

Specialization creates 10x pricing power

Publishers who own a niche charge 10x more than generalists.

NatureManufacture owns photorealistic environments, Procedural Worlds owns terrain, Kronnect owns visual effects. When you become "the terrain person," customers pay $199 without comparing alternatives because there are no alternatives in their mind.

Mind Studios can charge $499 for fighting game source code because maybe three people on earth can build what they built. Your expertise moat determines your pricing ceiling.

Choose niches where less than 10 competitors exist but more than 1,000 customers need the solution.

Complete solutions command 5x higher prices than components

Framework assets average $127 while utility scripts average $24.

Mind Studios' UFE at $59-499 and More Mountains' engines at $75-89 replace months of work, not hours. Developers evaluating your asset think in terms of opportunity cost: can they build this themselves in less time than earning the money to buy it?

Your asset should solve an entire problem category, not a single problem. If customers need three other assets to use yours, you've built a component, not a solution.

The magic number is 7 integrated features that would normally require separate tools.

External traffic drives 70% of successful publisher sales

Asset Store search generates less than 30% of sales for publishers earning over $5,000 monthly.

Freya Holmér's Twitter following, Pete Sekula's Unity forum presence, and Ash Dev's YouTube channel all drive more traffic than Asset Store featuring ever could. The platform has no recommendation algorithm like modern app stores.

You need 1,000 external followers before expecting $1,000 monthly revenue. Every successful publisher built an audience before building their second asset.

Start your marketing channel 6 months before your first asset launch.

Professional experience translates to 3x higher pricing acceptance

Publishers with AAA studio experience charge 287% more on average.

Pete Sekula's Ubisoft background, Adam Goodrich's technical expertise, and Renaud Forestié's 15 years of game design all translate directly into pricing power. Buyers aren't just purchasing code; they're purchasing compressed expertise.

Your bio matters more than your asset description. List every shipped game, every studio worked at, every relevant credential.

If you lack professional experience, partner with someone who has it.

Unity-native architecture outperforms revolutionary systems

Assets that enhance Unity's built-in systems have 2.3x higher ratings than those that replace them.

Procedural Worlds' Gaia enhances terrain rather than replacing it, Kronnect's effects work with existing renderers, More Mountains builds on native animation systems. Unity developers want evolution, not revolution.

Your asset should feel like Unity should have built it. If it requires developers to unlearn Unity patterns, you've already lost.

The best assets make Unity better at being Unity.

Revenue compounds over 4-7 year horizons

Publishers reach sustainable full-time income after 4.2 years on average.

Pete Sekula took 4 years to reach AAA salary replacement, Konstantin Saetsky grew from $56 to meaningful income over 4 years, Kronnect has been building for 7+ years. The Asset Store isn't a marketplace; it's a reputation system with commerce attached.

Year 1 generates references, Year 2 generates reputation, Year 3 generates revenue, Year 4 generates sustainability. Most publishers quit in Year 2, right before the exponential curve starts.

Plan for a 5-year journey or don't start.

Support quality determines renewal and referral rates

Assets with sub-24-hour support response times have 89% positive ratings versus 61% for 3+ day responses.

Every support ticket is a product improvement opportunity disguised as a complaint. Successful publishers ship monthly updates based purely on support feedback, turning problems into features that prevent future tickets.

Your documentation should answer 80% of questions before they're asked. Track every support question; if you answer it twice, add it to documentation.

Support isn't a cost center; it's R&D disguised as customer service.

Strategic partnerships multiply reach without multiplying effort

Publishers with 3+ integration partners earn 4.1x more than isolated assets.

Procedural Worlds partnered with Intel, multiple publishers integrate with Behavior Designer, and ecosystem players cross-promote constantly. The Unity community rewards collaboration over competition.

Every asset you integrate with brings their entire customer base into your funnel. One good integration can double your addressable market overnight.

Build bridges, not walls.

What Unity Asset Store Publishers Can Learn From This Data

The Unity Asset Store operates on fundamentally different economics than consumer app stores. Understanding these differences, as we emphasize in our market clarity reports, separates the professionals from the hobbyists.

Package your existing solutions, don't brainstorm new ones

You've already built dozens of tools for your own projects.

Procedural Worlds' Gaia started as Adam's terrain solution, More Mountains' Corgi Engine came from their platformer. That script you wrote three times for different projects? That's your first asset.

Your hard drive contains $1,000-10,000 monthly in unreleased assets right now. The validation already happened when you needed it badly enough to build it.

Ship what you've already built, not what you think others might want.

Price at 10% of the time saved, not cost-plus markup

Your $75 asset that saves 2 weeks of work is actually worth $4,000 at typical developer rates.

You're not selling code; you're selling time arbitrage. A developer earning $50/hour sees your $150 asset as a 3-hour decision: can they build your solution in less than 3 hours?

Calculate your price as: (hours saved × $50) × 0.1. This formula consistently matches successful asset pricing.

If you can't justify $50 minimum, you haven't solved a real problem.

Build asset #2 while #1 is in review

The 14-day review period is your next asset's development sprint.

Your first asset teaches you the process, your second asset starts the portfolio effect, your third asset creates the cross-sell opportunity. Publishers who ship 3 assets in 6 months earn 5x more in year 2 than those who perfect one asset for 6 months.

Momentum beats perfection. Ship 4 good assets instead of 1 perfect one.

Your tenth asset will outsell your first, regardless of quality.

Choose niches by technical difficulty, not TAM

The hardest problems to solve have the least competition and highest prices.

Fighting games, terrain generation, and visual effects all require specialized knowledge that creates natural moats. Meanwhile, "inventory systems" has 200+ competitors because any intermediate programmer can build one.

Find problems that require 2+ disciplines to solve properly: art + programming, math + design, networking + gameplay. Your intersection of skills is your moat.

If a bootcamp graduate could build it, the market is already saturated.

Turn every support ticket into a feature

Support isn't overhead; it's free user research.

Track patterns: if 3 users ask the same question, update documentation; if 5 users request the same feature, build it; if 10 users struggle with the same setup, redesign it. Your support queue is your product roadmap.

The best publishers ship weekly micro-updates based on support feedback. Each update prevents 10 future tickets and increases ratings by addressing problems before reviews happen.

Your rating isn't based on your asset; it's based on your response to problems.

Start your audience before your asset

Build 1,000 followers before you build your first commercial asset.

Share your development process, teach what you know, answer questions in forums. Your audience becomes your launch customers, beta testers, and word-of-mouth engine.

Every successful publisher was known for something before selling anything. Freya Holmér had math visualization videos, Pete Sekula had forum presence, Ash Dev had YouTube tutorials.

Your personal brand is worth more than your code.

Target the funded indie, not the dreaming hobbyist

Studios with $10,000+ monthly revenue spend $500-2,000 monthly on tools.

These customers read documentation, provide useful feedback, and buy multiple assets. Meanwhile, hobbyists complain about $10 prices, demand excessive support, and leave negative reviews about missing features they never mentioned needing.

Add "Teams & Studio License" options at 3-5x individual price. One studio license equals 20 hobbyist sales with 1/10th the support burden.

Optimize for customers who value their time more than their money.

Update religiously regardless of sales

The Asset Store algorithm boosts assets updated within 30 days by 40% in search rankings.

Monthly updates signal active development, quarterly updates suggest maintenance mode, annual updates imply abandonment. Your update cadence directly correlates with customer trust and algorithmic visibility.

Schedule updates for the first Tuesday of each month. Even version number bumps for Unity compatibility count.

Consistency beats intensity in the algorithm's eyes.

Create an ecosystem, not isolated products

Your fourth asset should require your first three.

More Mountains' Feel enhances their engines, Procedural Worlds' tools interconnect, Kronnect's effects stack together. When assets work together, average customer value increases 3.4x.

Design your portfolio architecture before building asset #2. Each asset should make previous assets more valuable, not compete with them.

Your competition isn't other publishers; it's the temptation for developers to build it themselves.

Document your journey with radical transparency

Publishers who share monthly revenue reports gain 10x more followers than those who stay silent.

Share your failures, your support nightmares, your refund stories. Developers trust vulnerable creators over polished brands. Your struggle resonates more than your success.

Write the blog post you wished existed when you started. Record the video that would have saved you 6 months.

Your transparency today becomes another publisher's inspiration tomorrow.

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