Haaf's Game Engine(HGE for short) is a Open Source 2D Game Engine, although by certain forum users described as a rendering engine, however it can be easily expanded with physics, network libraries and more if those are needed for your games.

This engine is published under the The zlib/libpng license and is free to use even in commercial applications, however it makes use of the BASS audio library for sound, which is free for non-commercial but for commercial use you will need to purchase BASS or use a different audio library(BASS can be simply disabled).

HGE has been around for quite some time and has been found to be very stable.

Key features:

  • Strict concentration on subject "2D games"
    Task oriented design. Nothing redundant and lots of higher level features.
  • Simple interface and extreme easiness
    You don't have to know anything about system programming and don't need any additional libraries. Classes and headers that make sense. Very easy to set up and use.
  • Technical advanceness
    HGE is built upon modern Direct3D API what allows lots of special effects and great performance. Alpha blending, color tinting, geometry transformations etc. without performance hit at all!
  • Complete and clear documentation
    All the features thoroughly grouped and described, lots of general game development hints provided.
  • HGE just feels right!
    HGE is highly consistent. Every minor feature is carefully planned and interconnected with others.

For more features click here.

A linux port has been made that is available here: Icculus.org

The HGE Supporters group are not the original creators of HGE, however since there isn't much activity from the original creators, the HGE Supporters group will be upkeeping this engine profile instead, all credits goes to the original HGE Development team for this great engine.

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Since this update does not contain a lot of "changes" or "adds", we decided to skip the changelog this update.

Okay, let's start of with the more visual content and save the talkiness for later.

New entering animation
From space we come and shall ever return

So, we've been working with the animations when entering a new territory from your mothership, we still need to polish it a bit tho. We will come back with a gif as soon as we are happy with the results!

Yesterdays testing

Yesterday I went to a local school for testing of our game, it went incredibly well and I was not expecting the amount of feedback we got. So we got a few changes and would like you guys to hear it and maybe throw in a comment or two!


You can read about monsters, guns, units, ships, planets, basically everything on our game here. You can also keep track on what you have missed (secrets, chests) inside the currently playing level, but this feature is only accessible when that level already has been completed.

Your log will only save data about the object when encountering it, either killing a unit you have never encountered, or picking up a weapon you have never seen.


This is something we've wanted to do a long time, just like in Metal Slug, mechs will be available in the final product!

Planet System

So this is our idea of game progression...

Firstly, you start off on a planet you have never seen, the only thing you know is that you just crashed there. Venturing out on an adventure seeking a new ship, you hijack an enemy mothership. After escaping the planet you realize that your hyperspeed System is broken and need some new parts located in different camps around the planet. After collecting all of these parts you unlock the ability to travel in hyperspeed, therefor you can travel to different planets.

The planets setup will be something found in Super Mario World, basically this:

You can travel to any planet you want, you can even finish the game directly by going after the last boss located on the most badass planet. But that is not a good idea since the games difficulty level scales from each planet, so you CAN kill the boss with the first gun, but it's ridicoulusly hard.

So for the feeling of progression, we decided that we should use percentage by showing how much of that planet that has been complete, like shown in the picture. You will also know which level who is the next one during the main quests by telling you during the cutscenes and adding a little note to the planet you SHOULD visit next, also shown in the picture.

Of course you can play the missions in a different way, by doing this, you will unlock a different ending, and some other looking cutscenes and dialogs.

We hope you are as exciting as we are, this will be a fun ride!

- The 2DLandz team

[UPDATE 1.3] - Visual updates and GUI!
A Space in Time

[UPDATE 1.3] - Visual updates and GUI!

1 year ago A Space in Time 0 comments

Read about the new added features and the new GUI for 2DLandz!

[UPDATE 1.2] - Weapons!
A Space in Time

[UPDATE 1.2] - Weapons!

1 year ago A Space in Time 6 comments

Check out these awesome weapons planned for 2DLandz!

[UPDATE 1.1] - Parallax Scrolling
A Space in Time

[UPDATE 1.1] - Parallax Scrolling

1 year ago A Space in Time 0 comments

Hey guys! We are here to bring some news regarding 2DLandz.

New Internal Build Update, and a new video to go with it!
The Eight Seas

New Internal Build Update, and a new video to go with it!

2 years ago The Eight Seas 0 comments

Couple of videos of chris talking about recent internal updates.

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Post comment Comments
Protektor Oct 10 2011 says:

You guys might want to know that HGE has been ported to Linux. So any HGE game can now be compiled to also run on Linux.


Now there is no reason for game developers using HGE to not support Linux, not to mention sell a few more games to the Linux users.

+3 votes     reply to comment
rajkonkret Oct 22 2010 says:

HGE is a good engine. easy to do own game.I too making game with HGE engine. My skill of programming its not much but with HGE i can focus to important things not to fight with system;)

+2 votes     reply to comment
zpendam Jan 30 2010 says:


+2 votes     reply to comment
DuckSauce Creator
DuckSauce Jun 22 2010 replied:

late reply: Yep, including commercial use, the sound library it uses(Bass) was/is not free for commercial use though, but it can be disabled and replaced with your own/another sound library.

+2 votes   reply to comment
(UE)Pfc.Foley Jun 20 2009 says:

I learned how to make a main menu with Game Maker 4, but those were hard to set up, this is easy, much less programing required :)

+3 votes     reply to comment
Neurological Jun 6 2009 says:

Glad to see it posted here. A good engine, which is keep me learning some programming stuff.

+3 votes     reply to comment
FPSGamer Jun 6 2009 says:

nice...i download it now and im sure im gonna track this engine

+3 votes     reply to comment
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Released 2004
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