Steel Cyclone Studios is currently working very hard on the Cyclone Game Engine. The Cyclone Game Engine is a 2D/3D game engine built upon the XNA Framework to help make it easier and save time creating and developing games. The studio is integrating MonoGame to help port its games to the iOS, Android, Mac OS X, Linux and Windows 8 Metro. The studio is developing its first game using this engine and it will be the studio's first attempt to create a first-person shooter. More updates will be coming soon, so stay tuned!!!

Non-skinned models attached to Animated Model More Blood Splatter Test Screenshots New Textures

The XNA framework will handle most of the rendering work. Pixel and Vertex shaders will add to the realism of the world. Deferred rendering and motion-blur is still in the works.

  • Fully functional Sky-box system
  • Volumetric Clouds (needs a little improvement)
  • Deferred Rendering (Work-In-Progress)
  • Shadows (First phase almost finished)
  • Lens Flare Effect
  • Terrain support loaded from a .bmp file


  • Per-Pixel Lighting
  • Vertex Lighting


  • 2D/3D particle system
  • Integrated the DPSF (Dynamic Particle System Framework) - see more


  • Water Shader


  • BEPU Physics Engine
  • Farseer
  • JigLibX 4.0


  • Microsoft XACT is a great tool to help implement sound into your game but we are also exploring new techniques with sound.
  • 3D Sound Positioning

AI (Artificial Intelligence) & GAME-PLAY

  • I am working on Path-finding and Steering Behaviors

MonoGame has be integrated to support multiple platforms

  • Android
  • Linux
  • Mac
  • OUYA
  • PS4
  • Windows PC
  • Windows Phone
  • Xbox 360


  • XNAnimation 4.0 Library
  • Supports DirectX, FBX, and Obj model file types.
  • Supports multiple animation takes within a .fbx Model


  • Xbox 360 Controller
  • Mouse & Keyboard


  • Level Editor (Work-In-Progress)


  • Visual Studio C#
  • XML (Used to define the particles and possibly levels in the future)


  • First Person Camera: This Camera is a simple FPS camera attached at the player's head level. This camera also has spring physics. The camera will be a perspective camera used to make the game look 3D.
  • HUD (Heads Up Display) - Work-In-Progress


  • The engine comes built-in with a 2d/3D Menu System with transition effects, splash screens, a loading screen, and a pause screen. Networking functionality for online play is still currently in the works. The menu system displays an animated busy indicator whenever a network operation is in progress. In multiplayer, once in the lobby, a list of gamers is displayed along with icons indicating who is currently talking and who has marked themselves as ready. When all the gamers are ready, the menu for now loads the first map.
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Steel Cyclone Studios is currently working very hard on the Cyclone Game Engine. The Cyclone Game Engine is a 2D/3D game engine built upon the XNA Framework to help make it easier and save time creating and developing games. The studio is integrating...
Post comment Comments  (0 - 10 of 13)
Jdawgg25 Creator
Jdawgg25 Apr 18 2014 says:

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for source code:

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Jdawgg25 Creator
Jdawgg25 Nov 13 2013 says:

Steel Cyclone Studios is looking into the XBOX ONE Dev Kit since it now supports Indie Games. Eventually the studio will apply into the program to become registered developers and to receive Xbox One development kits. Games that come through Xbox have full access to the entire Live suite of tools and technology, including Gamerscore, Achievements, and Kinect.

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Brando_3609 May 26 2013 says:

time to swap to xbox one

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Jdawgg25 Creator
Jdawgg25 May 27 2013 replied:

If I can get models with more polygons to run on Xbox 360 without any rendering or slow performance issues which is another challenge, then the games will be more than capable of running that same level of detail if not more on next-gen platforms. My goal someday with the Cyclone Engine is the have it capable of rendering Unlimited Detail not just on next-gen platforms but on platforms whose hardware may not be as advanced. Sorry for such a long reply with all of the comments. I think the limit is 2000 characters per comment so I had to break everything up into chunks. Thanks for the comment and I would greatly appreciate your support.

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Jdawgg25 Creator
Jdawgg25 May 27 2013 replied:

I am trying to program and design the Cyclone Engine in such a way that it takes the Xbox 360’s limitations in mind. The .NET runtime implementation on the XBOX 360 is not perfect. For starters, it only performs level 0 garbage collections; that means it performs the collection in all the game data and that is terrible for performance and frame stability. Moreover the arithmetic implementation is not fast. I am trying to make the Cyclone Engine ‘garbage free’ and for the engine to take in consideration the arithmetic performance. Furthermore the XBOX 360 only has 512Mb of shared memory. So I am getting the engine to reduce memory consumption, especially in render targets. The EDRAM (a cache for render targets) of the XBOX 360 has only 10Mb of memory. As a result the G-Buffer is confined in this area (forcing the user has to use the recommended resolution). And of course there are other XBOX 360 hardware limitations that I am getting the engine to consider.

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Jdawgg25 Creator
Jdawgg25 May 27 2013 replied:

This will allow me to learn from my mistakes, create patches and fix any bugs. My biggest challenge once the game engine is more fleshed out is meeting the indie game distribution restrictions on Xbox Live Indie Games that many players are unaware of. To develop a game on 360 for indie, your game must be no larger than 500MB which is not a lot of memory (especially for 3d games). Originally it was 150MB. Games larger than 500MB are to be priced at 240 Microsoft points. Also, an eight minute trial period is enforced on Xbox Live Indie Games. I am aware of the next-gen console’s hardware and that it allows developers to increase their poly count with the available amount of RAM. I don’t want the Cyclone Engine to be too dependent on hardware specs to have the level of graphics that many games on store shelves have.

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Jdawgg25 Creator
Jdawgg25 May 27 2013 replied:

As much as I would like to make a game for Xbox One, it would be extremely difficult and it has nothing to do with the system specs. I am developing my first game as an Xbox Live Indie Game for 360 because you can self-publish on Xbox 360. I would have to get a publishing deal with either Microsoft or a 3rd party publisher to get my game(s) on Xbox One. Although the Indie Game section on Xbox 360’s Marketplace is not as ‘lucrative’ as the Arcade section on 360, this will be a great learning experience for me. Because I am an indie developer, it will be tough for me to compete with other titles on Xbox One and that’s why I am sticking with PC and Xbox 360 for now. I chose to compete with titles under Xbox Live Indie Games for now because this seems realistic and will help me build up some experience. With my first game, I know there might be many bugs and glitches. Xbox Live is great because they allow game updates.

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13372013 May 14 2013 says:

When will there be an Alpha or Beta for this?

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Jdawgg25 Creator
Jdawgg25 May 19 2013 replied:

The current game’s alpha is TBA (To Be Announced). The game is still mostly in the Pre-Production Phase of development and is far from complete. I will create an Indie DB page for the game once it reaches its final stages of development. I am currently adding more features to the Cyclone Engine. The game will most likely be released as an Xbox Live Indie Game. Before it gets released, I will submit the game for playtest on the App Hub Community Website. Recently I got the Silverlight SDK. Hopefully, this will allow me to get players to playtest the alpha prototype from my website.

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action-softwares-141 Oct 26 2012 says:

nice will this be a free open source engine cause this might be my new level of designing

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Jdawgg25 Creator
Jdawgg25 Oct 28 2012 replied:

We currently cannot offer to sell or share the engine even though we would love to due to the fact that we do not have time to offer as much support for it. Hopefully, in the future we will be able to share our engine with other developers and hobbyist who want to develop their own games using the Cyclone Engine. If you have any questions, feel free to email us. Sorry for the inconvenience and we hope you continue supporting us.

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