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.
What I can do
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.
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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
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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
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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
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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
- Tell me about your game: engine and version, stores, single-player or co-op, what players ask to mod, and your deadline.
- A one-page scope by email: what's in, what's out, price, dates, and who owns the code (you do).
- The work: I test every build in the game, the same way I test my own mods before release.
- Delivery: files, report and docs, with one round of changes included (two for Integration).
- 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
Email [email protected]
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.