Mod support for your game

For indie studios with an Unreal or Unity game on PC. I help make your game easy and safe to mod: a mod-friendly build, simple config files, a mods folder or Steam Workshop, a modding guide with an example mod, and a check of popular community mods before each patch.

I know this from the modder's side. I build mods for Unreal Engine 4, Unreal Engine 5 and Unity games with UE4SS and BepInEx, all from the shipped game without source code. So I know what helps modders, what blocks them, and what breaks their mods after a patch.

Is this for you?

It usually fits when one of these is true:

  • Players ask for mod support in your forums or Discord.
  • A mod scene already exists without your help (UE4SS or BepInEx mods on Nexus Mods or Thunderstore).
  • You want mod support "one day" but can't spare a programmer for it now.
  • You have a Workshop, but no docs or example mod, so few people use it.
  • Every patch breaks the community's mods, and players blame the game.
  • Your game is single-player or co-op, on Unreal Engine 4/5 or Unity.

Small, practical changes first. Most studios don't need a big engine project to become mod-friendly.

Packages

Fixed scope and a fixed price, agreed by email before any work starts. Prices depend on the size of the game; anything outside a package is quoted first.

  1. Mod-Friendly Check

    What modders can and can't do with your game today, and the cheapest fixes.

    • Review of your current build (a Steam key is enough)
    • Engine setup, config files, logs, saves and the current mod scene
    • A short report: what works, what blocks mods, quick wins ranked by effort, and what not to change
    • 3 to 5 working days

    from $150

  2. Modding Starter Kit

    Everything a modder needs to start, without touching your engine code.

    • The Mod-Friendly Check
    • A "how to mod your game" guide
    • One open-source example mod
    • A mod policy draft and config-file advice
    • 1 to 3 weeks

    from $500

  3. Mod Support Integration

    Mod loading built into your project.

    • The Starter Kit
    • Two or three of: a config layer, data tables mods can override, a mods folder with load order, Steam Workshop, mod.io or CurseForge
    • Code in your repository (you own it), docs and a test checklist
    • 3 to 6 weeks; needs source access (NDA fine)

    from $1,500quoted per project

  4. Patch-Day Mod Check

    Fewer broken mods, fewer angry reviews after an update.

    • Test your beta branch with the top 5 to 10 community mods
    • A short report: what breaks and why
    • "Notes for modders" you can post with the patch
    • 2 to 3 working days per patch

    from $100per patch, or a monthly rate

Launch offer

This is a new service: I haven't done paid studio projects yet, and the proof is my own mods and case studies. So the first studios get a lower price in exchange for a short case study about the project that I may publish.

How it works

  1. Tell me about your game: engine and version, stores, single-player or co-op, what players ask to mod, and your deadline.
  2. A one-page scope by email: what's in, what's out, price, dates, and who owns the code (you do).
  3. The work: I test every build in the game, the same way I test my own mods before release.
  4. Delivery: files, report and docs, with one round of changes included (two for Integration).
  5. A month later: a short check-in on how modders are using it.

Why me

  • Dozens of free mods on Nexus Mods, for Unreal Engine 4, Unreal Engine 5 and Unity (IL2CPP) games
  • Daily work with UE4SS (Lua) and BepInEx (C#), the loaders your modders use
  • Crash-dump analysis with debug symbols: from 19 crashes in two days to zero
  • Mods built to survive game updates: they use the game's own settings where possible and switch a feature off, instead of crashing, if an update changes it
  • An offline test harness that checks mods without launching the game
  • Plain-English docs and honest release notes

See selected workRead the case studies

A small studio with AI assistance. Off the Clock Software is me, Tim. I work with Claude, an AI coding assistant, as a development partner. It speeds up the heavy reading (dumps, disassembly, crash stacks) and the writing of code, tests and tooling. I set the direction, test every build in the game and decide what ships. For you that means fast delivery, clear notes and tested code.

What I never do

  • Bypass DRM, anti-cheat or license checks, crack games, or unlock paid content.
  • Anything against a publisher's or platform's rules. I work only for the studio that owns the game (with the publisher's OK where there is one).
  • Anything that gives an edge in online or competitive play, or touches other players, leaderboards or servers you don't run.
  • Promise sales, players or downloads, or offer paid promotion or reviews.
  • Sell or repackage other modders' work. Community mod authors get asked and credited.

My own mods stay free. Working with a studio never turns a mod into a paid or early-access one.

Get in touch

Off the Clock avatar: the pixel-art clock in sunglasses

Email

Send your engine and version, your stores and what players ask to mod, and I'll suggest where to start. No pressure, and no obligation.