CRYENGINE is the first all-in-one development solution with truly scalable computation, multi-award winning graphics, state-of-the-art lighting, realistic physics, intuitive visual scripting, high fidelity audio, designer friendly AI, an efficient 3D stereoscopic solution across all platforms and much, more - straight out of the box.
Crytek's groundbreaking development technology is now more accessible than ever! For just 9.90 USD/EUR per month, developers everywhere can subscribe and gain total access to the industry-leading feature set of CRYENGINE, without ever having to pay licensing fees or royalties.
CRYENGINE is the first all-in-one development solution with truly scalable computation and benchmark graphics technologies. With CRYENGINE, developers are fully equipped to create standout game experiences, using the engine behind games like Ryse: Son of Rome and Crysis series.
The Famous CRYENGINE Sandbox editor is a production proven, third-generation real-time tool suite designed and built by AAA Developers. All development features of a CRYENGINE game can be produced, edited and played immediately with the “what you see is what you play” (WYSIWYP) system. The engine deals with the instant conversion and optimization of assets in real-time, enabling cross-platform changes to all elements of the game creation process. This increases the speed and quality of development, while significantly reducing the risk of creating multi-platform games.
Who is it for?
It is for anyone who wants to play and develop games with CRYENGINE. We feel that everyone should be able to achieve their vision by using CRYENGINE technology.
What can I get with my monthly subscription?
Getting in with our EaaS program has a number of benefits: first of all, you will always have access to the latest build of our CRYENGINE, and be the first to hear about any upcoming updates. You have instant access to all graphic features and tools, including the powerful renderer behind our Xbox One title Ryse: Son of Rome, C++ and Lua API interfaces along with a full game implementation written in C++, and demo levels and assets for different types of games.
You will also be granted access to all our Engine and Tools documentation, such as programming API references and multiple tutorials by our talented CRYENGINE professionals, as well as access to our CRYENGINE community, full of equally dedicated individuals to help you with any question or issue that might surface.
Is it really royalty free?
Yes, the monthly subscription fee is all you have to pay, there’s no royalty share required when you commercialize your game projects.
What version of CRYENGINE is on Steam?
The current version of CRYENGINE for launch on Steam is V3.6.2. By subscribing, you will continuously receive all the upcoming updates and new features of CRYENGINE.
Where can I find the Eula?
You can find the EULA (End User License Agreement) on our website
What is Wwise?
Wwise from Audiokinetic is the world-class audio engine and integration tool that we’ve chosen to include with CryEngine. Used in AAA games across console, desktop and mobile platforms, Wwise provides a complete audio integration pipeline that we’ve deeply integrated into CryEngine. You can learn more about Wwise here. Wwise ships with CryEngine in Evaluation mode, allowing for projects with under 200 sound files and for non-commercial use. You must upgrade to a commercial license to ship your game.
How do I upgrade my Wwise license?
There are two ways to upgrade your license of Wwise. If your project uses under 200 sound files, you can use the Wwise Free Limited Commercial License. You can start the process by creating an account at the Audiokinetic website, and then you can request your Limited Commercial License key by creating a project here. Be sure to fill out the form completely, as it will need to be approved.
The other method is for projects that go beyond the 200 sound file limit of the Limited Commercial License. For these, please contact Audiokinetic directly to request a full commercial trial or purchase a full commercial license. Licensing price details can be found here.
Is there a FAQ for other questions I might have?
You can find our FAQ for the CRYENGINE subscription on our website
What kind of features will I get with CRYENGINE?
You can find an overview of the engine's features on our website
What will happen to my project if I cancel my subscription?
Stopping the subscription means that CRYENGINE and its Tools are no longer available in your account.
Is there some Documentation for CRYENGINE to learn more?
You can take advantage of our extensive online documentation to help you learn how to get the most out of CRYENGINE.
If you are using CRYENGINE for the first time, the Getting Started with the SDK article will assist you with the first steps.
Additional instructions on how to set up 3ds Max, Maya and CryTif exporters can be found in the Installing Exporter Plugins section.
The Basic Engine Usage section contains fundamental information useful for everyone using CRYENGINE.
One of the key issues we have discovered during our testing is that despite playing the game 'seriously' testers are continuing to struggle with identification of friend and foe. This has led to a high rate of friendly fire and some rather frustrating gameplay. A typical solution to this problem is either making player silhouettes more distinctive or by introducing helpers into the HUD to compensate for the fact that the world is scaled down onto a computer monitor, rather than 1:1 real world scale.Our focus on historical accuracy and realism presents us with some challenges, and this is a key example of where we are having to explore different options to find the right balance between replicating real life situations and designing compelling gameplay.In order to be historically correct we cannot significantly modify the silhouette and uniform of the players. On top of this, adding layers of HUD elements in the form of coloured silhouettes or markers would have a huge impact on the immersion of the game. It would also detract from the realism of spotting hidden enemies, and so we have been looking into alternative ways of reducing friendly fire incidents.
Another issue we uncovered during our testing was that when players picked up a weapon from the opposing team the number of friendly fire deaths increased dramatically. Players then couldn’t use someone’s weapon to identify their team, and in the heat of the moment the individuals holding the stolen weapon became confused as to which team they were on.
We are currently testing a couple of solutions to help fix these issues. Firstly, we've disabled the ability for players to pick up the weapons of fallen enemies (which in reality rarely happened). Secondly, we've introduced small white icons over the heads of teammates. These only display when you're within 25 metres, and help simulate the situational awareness that soldiers have on the battlefield in real life.
We hope this design will encourage more team work and better tactics by making it easier to track the spacing, distance, and position of your nearby squad mates who have green icons. Teammate’s names are also hidden by default in order to minimise distractions, but become visible when looking directly at the player. We are still testing and refining the concept, and have a few changes already planned - for example the green dots are too bright at night - but in current testing the concept is proving to be successful.
Human senses can be difficult to convey in games, and we hope this will prove to be a useful addition without being too intrusive.As the system further develops we would like to create class icons, so players will not only be able to quickly identify their teammates, but also what kit they’re using.
As you well know we have always enjoyed reading the community's feedback and suggestions for the game. This time however, we are looking for specific input regarding certain questions as we make a plan for how and when the game will be released.
We have prepared a short survey and would really appreciate our community members taking the time to answer. We will be reviewing the results at this year's DevCon so please spare a few minutes and give us your thoughts.
New official trailer 2017, STEAM page available and more!
Chris Roberts’ massive space sim is changing engines part-way through development.
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The Land of Pain is an adventure/horror game focused on: story, investigation and atmosphere created by Alessandro Guzzo with CryEngine.
Traction Wars is a Tactical Teamwork Game set during the Second World War. A realistic and historically accurate environment for players to immerse themselves...
•English description - The protagonist of this game has a dream, which he sees every night, but this time, he can not wake up. He realizes that he's...
ShadowSide is a first-person adventure game. The game protagonist, Police Officer Alex White.
Investigator is a first-person horror where the events take place in a world of extreme weather cataclysms. The main character used to be a private investigator...
Just a project. Unfinished. Throw an eye for curiosity.
Reclaim the stars in the exciting new Space Epic from legendary game designer Chris Roberts. A rich universe focused on epic space adventure, trading...
Go beyond boundaries in Robinson: The Journey, a brand new virtual reality game from Crytek. Harnessing the power of CRYENGINE, Robinson: The Journey...
MGO "Remembrance" features maps from "Metal Gear Online", and the "Metal Gear Series" re-created.
In a savage world of man vs nature, are you the hunter or the hunted? The creators of Left 4 Dead, Turtle Rock Studios, bring you Evolve, the next-generation...
No games were found matching the criteria specified. We suggest you try the game list with no filter applied, to browse all available. Add game and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.