Unreal Ops Platform
Unreal Ops CMS
Let the client change the copy, not the layout.
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 ends that, without handing somebody a page builder that lets them wreck the design on a Friday afternoon.
The editor, the content API, revisions and scheduled publishing all run. No client site is live on it yet, which is the honest gap. There is no billing, so nothing here can be bought and nothing here has a customer.
You decide the shape, they fill it in
Content types are defined in the dashboard rather than in code, so adding a field to a client's site is not a deploy. You choose which pieces of a page are editable and what each one is: text, a number, a date, an image. The client gets those pieces and nothing else, so copy, hours, prices and staff names change without a ticket while the layout and the type scale stay exactly where they were left.
Content reaches your front end over an API, so the site stays whatever it already is rather than becoming a template system you have to move into.
What the CMS does
Everything in this grid runs today.
Content types from the dashboard
Define the fields and their types without a deploy. A client changing text cannot change the layout, which is the failure mode of every drag and drop editor handed to somebody who did not build the site.
Atomic publishing
A set of changes goes live together or not at all. Nobody refreshes into half an update.
Immutable revisions and rollback
Every version is kept and none can be rewritten, so rolling back gives you exactly what was published, not a reconstruction of it.
Scheduled publishing
Set a time and it goes out then, without a deploy and without somebody being awake for it.
Live preview, safely
A draft is viewable in place on a short lived signed session. It expires, and a public key can never read unpublished content with it.
Images by role, not by pixel
One upload becomes a square tile and a wide hero, each cropped around a point the editor picks, so nobody is asked what size the image should be for a layout they cannot see.
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.
One account, one project, one SDK surface
The CMS is not a separate product with a separate login. It uses the same account, the same projects and the same teammates as everything else here, so a client site's content and that site's crashes and traffic are one place.
For a studio that is the difference between a content system it can run and one more thing to deploy, host and patch for every customer.
The rest of the platform
CMS shares its account and its project structure with everything else Unreal Ops builds. The full build order is on the platform overview.
Looking for the first site
It works. It has not carried a client yet.
If you maintain sites for other people, you know exactly where this arrangement breaks down in practice, and that knowledge is worth more now than after the first release.
Tell us what your clients ask you to change most often, and it will shape what gets built next.
Every product here is built by Unreal Ops. Nothing on this site can be bought yet, and nothing has a customer. When that changes, these pages change with it.
Monitor, in its own words: what it stores and what it drops, how long it keeps it, and who answers.