game studio

We make games, and the tools that make them faster to finish.

DragonGate is a small game studio. Along the way we've also built Unity Editor tooling that other developers use.

Games

01 released

Cat Museum

Live on Google Play
adventuremobile

Cats mine for relics and put them on display, one exhibit at a time — an adventure game about building a museum out of what you dig up.

Get it on Google Play

Assets

06 tools

Alongside its games, DragonGate builds Unity Editor tooling — grown out of problems we ran into making our own games, then cleaned up for other developers.

01

TweenStudio

A designer-friendly tweening system with a four-mode From/To workflow and a visual sequence editor. Preview animations directly in the Editor, no Play mode required.

animationeditor tooling
02

AssemblyForge

Visualize and manage .asmdef dependencies through a custom graph renderer, with Tarjan's SCC cycle detection and a separation advisor to catch tangled references before they compile.

asmdefcompile time
03

BuildForge

Manage build profiles across platforms — define symbols, batch builds, and platform targets — with CI/CD integration through Unity's -executeMethod.

build pipelineCI/CD
04

Debug Monitor Pro

A runtime UGUI debug monitor showing performance metrics and live logs on-device, with auto-initialization and email reporting for issues caught outside the Editor.

runtimeprofiling
05

Pool Scope

Object pooling built around a PoolHandle<T> pattern, with three loader strategies, an IMGUI runtime monitor, and support for both the old and new Input Systems.

performancepooling
06

Prefs Visual Manager

Browse and edit PlayerPrefs and EditorPrefs inline, with search, filtering, and JSON export/import — instead of digging through the registry or a plist.

prefseditor tooling

About DragonGate

1 game
live on Google Play
6 tools
published and in review

DragonGate is a game studio first. Cat Museum is the first title, and the tools came second — built to solve problems that showed up while making it, then polished into their own Unity Editor assets.

Every tool follows the same instinct as the games: make something small feel finished. Surface what's normally hidden — dependency graphs, pool internals, prefs storage, build state — and cut out the repetitive parts of the workflow.