Unreal Ops Platform
Unreal Ops CMS
Let clients edit their own site copy.
Most small business sites settle into the same arrangement: the client emails the developer to change a phone number, and the developer changes a phone number. Unreal Ops CMS is meant to end that, without handing somebody a page builder that lets them wreck the design on a Friday afternoon.
Scoped, not yet written. There is no code, no beta, and no site running on it. It is fourth in the order: Monitor, then Analytics, then Forms, then this. If you maintain sites for other people and you know precisely which part of this breaks down in practice, that is the conversation worth having now.
What it is meant to do
The developer decides which pieces of a page are editable and what shape each one takes. The client gets those pieces and nothing else. Copy, hours, prices, photos, and staff names change without a ticket; the layout, the spacing, and the type scale stay exactly where they were left.
One install serves many client sites. Each client signs in and sees only their own, which is the difference between a content system a studio can actually run and one more thing to deploy per project.
What Unreal Ops CMS is intended to do
None of this is built yet. It is written down here so the scope is public and you can argue with it.
Editable copy, fixed layout
The fields the developer marks editable are editable. Everything else is not reachable from the editor, by design.
Multi tenant by default
One install, many client sites, each client scoped to their own. Not one deployment per customer.
Drafts and preview
A change is staged and viewable in place before anyone else sees it, so nobody proofreads in production.
Media handling
Uploads with sensible resizing, and alternative text treated as a required field rather than a nice to have.
Typed content API
Content reaches your front end as typed data, so a renamed field is a type error in your editor rather than a blank space on a live page.
Roles per site
Who can edit and who can publish, decided separately for every client site in the install.
Who it is for
- Developers and small studios maintaining sites for other people.
- Business owners who want to fix their own hours and prices without sending an email.
- Anyone whose maintenance work is mostly one line copy changes.
Built on open source
Unreal Ops CMS is built on the MIT licensed Payload core. The editing model, the field types, and the content API are Payload's and stay Payload's, which means the thing underneath this is documented, well understood, and not a private format you would have to escape from later.
What Unreal Ops adds is the layer above it: many client sites in a single install, roles scoped per site, and the same account and project structure the rest of the platform uses.
The rest of the platform
CMS shares its account and its project structure with everything else on this list. Tools that already know about each other, rather than a vendor and a bill for each one. This is the build order, and only the first of them runs today.
- Monitor
Running, nothing to buy
Crashes and errors, uptime with certificate and domain expiry, cron and heartbeat checks, and status pages. Available for Flutter and Next.js. The free plan is open; nothing is purchasable.
- Analytics
Next, no code yet
Events, funnels, retention and dashboards on the same project Monitor already reads.
- Forms
Planned, no code yet
Form handling for the sites we build and the ones we maintain for other people. It exists on this list because we pay somebody else for it today, and a form endpoint is a small enough thing to own.
- CMS
Planned, no code yet
A client edits their own copy without being able to break the layout. One install, many client sites.
- Feature Flags and Remote Config
Planned, no code yet
Turn something on for some people, and change a value in a shipped app without shipping a new build.
Register interest
Shape what CMS becomes.
Nothing is written yet. The people who already maintain sites for other people know exactly where this arrangement breaks down, and that knowledge is worth more now than after the first release.
We are collecting requirements, not signups. Tell us what your clients ask you to change most often, and it will shape what gets built.
Every product on this page is being built by Unreal Ops. Monitor runs and takes real crashes; its free plan is open, nothing here can be bought, and nothing here has a customer. When that changes, this page changes with it.
Monitor, in its own words: what it stores and what it drops, how long it keeps it, what it cannot be relied on for, and who answers.