
Game data management for studios
Designers model objects, edit records, write formulas and chart the results. Every change leaves as a pull request on your GitHub repo, with typed C# generated for Unity. Nothing leaves the pipeline you already have.
No AI, by design.


Schema
Objects, fields, enums, inheritance and validation, defined in the UI rather than in a spreadsheet.
Review
Every edit is a draft until it is submitted, reviewed and merged as JSON in your own repo.
Unity
Strongly-typed C# on every sync. Removed fields are deprecated, never silently dropped.
Product tour
Model the shape of your game, fill it with records, derive the numbers you cannot hand-author, then ship the whole thing through review.
Characters, items, weapons, armour. See every object, its fields and its types at once, with inheritance and references drawn between them. Drafts are marked before they exist in your repo.


Add a field, pick a type, set a parent, group what belongs together. Inherited fields stay visible and labelled, so a designer can see where a value came from before they change it.


Records carry their state on the front: live, in a PR, changed and pending, or still a draft. Filter to any of them, search across the set, or flip to a table when you want to balance a whole object at once.


Numbers get number inputs, enums get the values you defined, booleans get a checkbox. Inherited values are tagged as inherited. Nothing saves until it is a draft you meant to keep.


Write an expression as text or as blocks, and see it evaluated against a real record while you type. Stoatly reads the formula back in plain English and checks the result type before it is saved.


Plot one field against another, set the outlier rule, and the weapons that cost more than they hit for stand out immediately. The chart is saved with the object, so the next designer sees the same view.


Pending changes collect per object until a designer submits them. Stoatly opens a real pull request on your repo, links straight to GitHub, and merges the data in as JSON your build already knows how to read.


Your schema generates Unity-ready classes on every sync, so a renamed field is a compile error rather than a null at runtime.
// generated from weapon.schema
public class Weapon : Item {
public float Damage;
public float AttackSpeed;
public bool TwoHanded;
public WeaponElement Element;
}Pricing
£9/mo
For solo devs and small teams.
£49/mo
For growing studios.
Extra seats available at £5 a month.
FAQ
In your GitHub repository, as JSON. Stoatly is the interface on top of it, not the system of record.
No. Changes arrive as ordinary pull requests, so your branch protection, reviewers and CI all keep working as they do today.
Strongly-typed C# classes generated from your schema on every sync. Removed fields are deprecated rather than dropped, so nothing breaks silently.
No. Formulas, schema and records are all authored by your team. Nothing is guessed on your behalf.
Edits stay as drafts until they are submitted, and every submission goes through review before it merges. The audit trail records who changed what.
You keep everything. The data is already in your repo in a format you can read without us.
Start with one project and your existing repo. Nothing to migrate.