No more manual steps.
Automate your build and publish process.
BuildDock is a control panel + agent stack that turns your studio computers into a build fleet - one place to queue builds, schedule cooks, watch logs, and upload to Steam, Epic Store, GOG, Google Drive, Dropbox, and OneDrive.
Get launch notifications
Just want a heads-up when BuildDock opens to the public? Drop your email - one notification, no follow-up sequences. For a one-year complimentary subscription, use apply for early access instead.
A control panel for the way your studio actually ships.
Most studios already own the hardware that builds their game. BuildDock gives that hardware a front end: a multi-tenant web panel for managing queues, schedules, and credentials, plus a small background service that runs on each build machine and does the heavy lifting.
Run on hardware you own
The BuildDock Agent runs as a background service on your studio computers. No cloud compute charges, no SDK-licensing headaches. Your code never leaves your network.
Multi-engine, multi-SCM
Unreal Engine today (per-project version pinning, bring your own UE install); Unity and Godot scaffolded. SVN, Git, Perforce, and Plastic SCM (Unity Version Control). One panel, every project.
Upload everywhere it counts
Steam (with cached Steam Guard for 2FA-free re-uploads), Google Drive, Dropbox, OneDrive. Chunked + resumable. Per-build toggles + click-to-re-upload on the build detail page.
Schedules + triggers
Cron-style scheduled builds. SVN-revision triggers fire when teammates push. Cooldown windows + skip-if-no-changes so daily builds don't pile up on a stuck queue.
Custom hooks
PowerShell / Python / batch hooks fire at every pipeline stage: pre-SVN, pre-build, post-archive, on-success, on-failure. Shared script library across projects.
Live everything
Streaming build logs, live progress bars with median-duration ETAs, resource telemetry (disk / RAM / CPU) for the worker mid-build. Cancel queued or in-flight jobs in one click.
Get a year on us.
We're onboarding studios in waves before the public launch. Accepted applicants get a one-year complimentary subscription in exchange for early feedback as we polish the corners.
The application takes about two minutes - we ask about your team size, the build machines you run, the storefronts you ship to, and the engines + source control you use. A human reviews every submission and replies within a few business days.
What we ask
- Company name + location
- Team size
- Build-machine platforms (PC / Mac / Linux)
- Storefronts you ship to
- Game engines you use
- Source-control system
- Anything else you want us to know
Flat fee. Predictable add-ons.
One studio, ten users, ten agents for the price of a takeaway lunch. Need more? Each additional user or agent is a couple of euros a month. We bill in EUR, monthly or annual.
Beta pricing Subscriptions open at launch via Stripe and PayPal. Sign up for launch notifications above and you'll be the first to know.
- 10 user seats
- 10 build agents
- Unlimited projects + builds
- All cloud-upload destinations
- Email support
Cloud panel, on-prem agents.
BuildDock is two pieces that talk over a single outbound HTTPS connection per agent. No inbound ports, no VPNs, no firewall exceptions.
The panel (hosted)
Web UI + REST API at builddockhq.com. Multi-tenant: each studio sees only its own data. Per-user accounts, per-agent bearer tokens, per-studio OAuth for Steam / Google / Dropbox / OneDrive.
The agent (your hardware)
BuildDock Agent installed on each studio computer via a signed setup wizard. Runs as a background service. Polls the panel for jobs over HTTPS, runs SVN/Git + Unreal RunUAT BuildCookRun + uploads locally, reports status + logs back. Auto-updates.
Be first in line at launch.
Apply for early access to get a one-year complimentary subscription, or just drop your email and we'll let you know when BuildDock opens to the public.