Нова функція дозволяє слухати статті в зручному форматі завдяки технології від Respeecher. Насолоджуйтесь контентом у будь-який час – у дорозі, під час тренувань або відпочинку.
Empowering game control: simplifying life for Unity developers. How Ukrainian startup Jahro works
08 November 2025, 16:38
6 min reading
Аудіо версія Хто ці люди
Юлія ТкачEditor-in-Chief, podcast's author «Хто ці люди».
Reading mode enlarges the text, removes all unnecessary things from the page and allows you to concentrate on the material. Here you can turn it off at any time.
Reading mode
Reading mode enlarges the text, removes all unnecessary things from the page and allows you to concentrate on the material. Here you can turn it off at any time.
Finalize
Слухайте з будь-якого місця
Просто виділіть частину тексту, щоб почати прослуховування з відповідного абзацу. Спробуйте — це зручно!
In our recurring Who Are These People segment, Vector offers founders an opportunity to discuss their projects, covering aspects such as their products, marketing strategies, monetisation, investments, and plans. The focus this time is on Jahro, a Ukrainian startup building a tool for Unity developers to debug, monitor, and adjust their game directly inside the game during development.
Jahro is part of the YEP Accelerator batch. The Vector editorial board is the official information partner of the programme.
Vector’s editor-in-chief Yuliia Tkach interviewed Oleksii Bulat, co-founder, about the product’s features, promotion, investments, and plans.
Conception
Oleksii Bulat, the company’s co-founder, has a background of over 15 years in game development. Previously, he was the CEO of Crysberry Studio, an outsourcing firm that developed games and entertainment products. According to Vector’s editorial team, the other two co-founders, Oleksii Naumenko and Kate Revvo, each have over 10 years of experience in game development. They are also the founders of the k-syndicate educational platform and the creators of Greedventory.
«Instead of focusing on new features or creativity, we spent nearly half of our time on debugging. It was costly and utterly inefficient», — Oleksii shares.
To save time and avoid frustration, the team built a tool for in-game monitoring and control right in the middle of development. Following multiple iterations and countless hours of testing, the concept was transformed into a separate product — Jahro. The initial prototype was developed in 2020. The team then launched the product on the Unity Asset Store, selling around 130 copies. The team officially resumed work on the product in 2024, focusing on a SaaS version and setting a more ambitious objective.
The team now includes four specialists.
Oleksii Bulat
Product and audience
Jahro is a dynamic tool for Unity developers, allowing them to debug, monitor, and adjust their game in real time. The process takes place directly in the game — not in a separate environment, providing a real-time window with logs, variables, and interactive commands.
Essentially, Jahro is a Unity plugin that integrates with the game, along with a web platform for data synchronization.
With the tool, developers can see variable values and logs directly in the game. The web platform also provides the convenience of analyzing game sessions after they’ve ended, using stored data and logs. Oleksii notes that the tool is particularly beneficial for team-based work, as it streamlines the interaction between QA and developers.
The founder explains, «We want a developer to be able to treat the game as a living environment, so they can instantly see what went wrong and fix it without having to restart and waste hours».
The product targets small to medium-sized mobile game studios, specifically teams of 3 to 100 people with programmers, QA specialists, and game designers. Working on multiple prototypes simultaneously, these teams often face tight deadlines and considerable release pressure.
The platform is now available to the public in its beta version. According to the team, the service is being actively tested by over 30 teams, of which around 24% are regular users of the product.
Business model and marketing strategy
A significant milestone was reached in 2023 when the team tested an MVP version in the Unity Asset Store. The product sold 130 copies. While developing the product, they were also preparing a SaaS version for larger studios, which is now live.
Jahro offers a basic version for free — a move that is part of its strategic focus on early-stage studios. Monetisation is planned to be implemented through subscriptions for teams that need in-depth analytics, telemetry, or back-end integration support.
«We haven’t spent on marketing yet. Traffic is entirely organic. This gives us truly honest feedback. However, we’ll start launching our first user acquisition campaigns and testing channels for attracting users as early as this quarter», — Oleksii says.
Investments
The startup completed the YEP accelerator programme, finalising its product during the process. Among the team’s advisors is Viktor Levchenko, the former CTO of Adsme (exited) and Innovari.
In June 2025, Jahro received a €50,000 grant from the Seeds of Bravery to help fund development and cover its initial marketing spend. Up until this point, the product’s development was entirely self-funded, using only the team’s own time and money. The exact amount of their personal investment was not revealed.
The company is targeting a €300,000 pre-seed round for autumn 2025. The startup is actively searching for investors, partners, and studios to test the product and offer feedback.
Plans
The team is aiming to attract a minimum of 1,000 users in the next three to four months. This will be the first major wave of validated feedback that will guide the future feature development.
The team’s long-term vision is to replace traditional logging in game development. «Despite being the most popular debugging tool, our team considers it an outdated solution. Debugging modern games with numerous components through console text output is hardly a pleasant experience.
Our goal is to move towards a graphical representation of data, variables, states, and events, which we believe is the next step in game development tool evolution.
Priorities:
enhancing telemetry;
expanding customisation interfaces;
supporting AI-powered features for the automatic detection of anomalies in logs and user behaviour.
The company plans to expand into key markets in Europe, the US, and Asia in 2026. Overall, this is a market of more than 100,000 potential studios», — summarised Oleksii Bulat.