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.

For more information on CRYENGINE, visit the CRYENGINE website. You can also follow us on Twitter @cryengine, or find us on Facebook

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.

Getting started
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.

  • • For Level Designers: The right place to start is the Sandbox Manual.
  • • For 3d Artists: Learn about asset creation in the Asset Creation Guide.
  • • For Programmers: The Programming Guide is a good starting point to understand working with CRYENGINE.
  • • For Game Scripting: The Scripting Manual is include tutorials and reference how to script games.

System Requirements

    • OS: Windows Vista SP1, Windows 7 or Windows 8.1 (64bit)
    • Processor: Intel Dual-Core 2GHz or AMD Dual-Core 2GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 400 series or AMD Radeon HD 6000 series
    • DirectX: Version 11
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers
  • Minimum:

    • OS: Windows 7, Windows 8.1 (64-bit)
    • Processor: Intel Quad-Core (i5 2300) or AMD Octo-Core (FX 8150)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 660Ti or greater, AMD Radeon HD 7950 or greater
    • DirectX: Version 11
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers
  • Recommended:

Image RSS Feed Latest Screens
Blog RSS Feed Report abuse Latest News: Dev Blog #18: Digging into the Detail (Part 1/3)

About Traction Wars with 2 comments by [TWDEV]_General_Naga on Sep 19th, 2014

Hello everyone, I’m [TWDEV] Mars and I’m a Level Designer on the Traction Wars team. Welcome to the first section of our three-part level design blog. [TWDEV] Maniche, [TWDEV] RvtL and myself are Level Designers for Traction Wars and as part of this blog we will be focusing on how we have developed our showcase level Merville Battery.

The Merville Battery was designated as a severe threat to the landings at Sword Beach. It covered the mouth of the River Orne and was less than four miles from the eastern flank of Sword Beach where the British 3rd Infantry Division landed. Before the invasion the RAF and USAAF dropped 1000 bombs on the battery – only 2 hit the casemates, with no damage sustained. It was now down to Lieutenant Terence Otway of the 6th Airborne Division and his battalion consisting of 35 Officers and 750 men to put the guns out of action. But with many paratroopers scattered throughout Normandy only 150 men were available for the assault against a German garrison of 130 and so the British suffered a 50% casualty rate.

From a design standpoint, Merville provides us with a fantastic setting where players can engage in an environment which had significant importance to the landings at Sword Beach. Traction Wars has a unique focus on realism in nearly all aspects of the game and as Level Designers we want to provide players with an environment which is as true to life as possible. We want to put the player in the boots of a soldier facing the momentous challenge of attacking or defending the battery and work with their team to overcome the challenges which were faced over 70 years ago.

"Does the level fit with the aim of the game’s philosophy,
gameplay and realism?"

Before the development of a level, we first research which battles have a particular historical and military significance on the road to Caen from the initial D-Day landings. We then take a look at the geographical layout and what happened during the event such as troop movements, time of day, weather and military capacity. Does the level fit with the aim of the game’s philosophy, gameplay and realism? Will we be forced to funnel and guide players to specific locations, or can we have a natural battlefield where players can use teamwork and tactics to undertake their objectives? Are there any landmarks which will distinguish the level from others? These are the questions we ask before development. Being able to analyse such criteria will allow the team to make an informed decision and produce the best level possible for the game.

Once the level brief has been agreed, we spend a significant amount of time on detailed research which can be applied directly to the level. This can range from high-resolution aerial photographs taken just days before the assault on the battery to schematic drawings of the bunkers housing the 155mm guns. Historical aerial photography services such as NCAP and Géoportail combined with military maps used on the ground provides us with such a detailed range of information that we can achieve our vision of accurately creating a battlefield with a high amount of precision. If a player is taking fire from a machine gun nest or trying to navigate around a minefield, it is likely that the player is facing exactly the same issues the soldiers had during the assault. [TWDEV] Maniche, [TWDEV] RvtL and myself will put together all of our reference material to make a coherent gameplan to move forward with the level, involving many lengthy discussions and 'creative disagreements' to come up with something like this:

With the annotated aerial images placed in the Sandbox editor we can now start to whitebox the level. In this process no details are added to the level. We use only basic untextured shapes to create a simplified version of the map to provide a core understanding of the sense of scale and flow. By making very rough blocks we will then be able to analyse the whiteboxed level and ask questions such as how long does it take to run to the battery from the Allied spawn, is it clear where the player has to go, when is the first anticipated PvP contact and where will it be? As Level Designers we not only have accuracy in the forefront of our minds but also the flow and gameplay of the level. Thanks to CRYENGINE’s incredibly powerful toolset, this process is very fast to prototype, bring to a playable standard, to test and then iterate on our designs quickly. Once we have our whitebox completed our Lead Level Designer [TWDEV] Maniche will divide each area into layers. These layers allow us to not only optimise the level through layer streaming but also allows all of us to distinguish certain areas and work on the level at any given time.

Once this has been completed we can now start to take advantage of each of the Level Designer’s skills such as detailed ground textures, vegetation placement, gameplay design, lighting and terrain manipulation with [TWDEV] Maniche constantly overlooking the process as a whole and allocating work to make the level as good as it can be. You will hear more about this in our next blog, so stay tuned!

Next weekend some of our team will be attending the Eurogamer Expo (EGX) in London. If you are in the area look for us in the crowd. We'll be in the unmissable bright blue "Traction Wars" T-shirts. Come and say "Hi!"!

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Post comment Comments
Nuvendil May 30 2014, 7:02am says:

Well this EaaS is a colossal disappointment. Way to screw over your hobbyist fans while simultaneously doing very little for your indie fans all under the guise of being "indie friendly."

+4 votes     reply to comment
TKAzA May 28 2014, 10:55pm says:

Tears clean the gears, of this mighty beast.

+1 vote     reply to comment
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