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
Let's talk pricing.
BuildDock is in early access while we onboard our first studios. Get in touch and we'll work out pricing that fits your team, and get you started with early access.
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.