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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.

About CRYENGINE
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

Minimum:

  • 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

Recommended:

  • 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
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Today we are pleased to announce our third major patch since launch; Vanguard 0.5.3. As with our last two updates this patch is focused around both quality-of-life issues and bug fixing rather than new content. Don't forget to join our the community Discord to discuss the update and new squadmates.

In this update we have focused on both optimisation and improvements to the ingame text and voice comms amoungst many minor tweaks and fixes across the game.

Community Highlights

Before we get into the detail of the update we have created a little montage of some of recent games with the community.

Optimisation

We have been working extremely hard to optimise the level loading times which we have seen is a common area of frustration for players. This update will significantly reduce level loading times for most players and in our testing we have seen reductions of 50-75%. The actual loading time improvement will vary on the hardware specification of your PC but here are a few examples from our tests on different machines.

Computer A:

  • 0.5.2 - 1 minute 20 seconds
  • 0.5.3 - 20 seconds (-75%)

Computer B:

  • 0.5.2 - 1 minute 5 seconds
  • 0.5.3 - 17 seconds (-74%)

Computer C:

  • 0.5.2 - 1 minute
  • 0.5.3 - 25 seconds (-58%)

Computer D:

  • 0.5.2 - 2 minute 50 seconds
  • 0.5.3 - 55 seconds (-67%)

To achieve this we have had to re-structure the game files, which has meant this patch affects almost the entire game – hence the larger than usual for a quality-of-life update. We are always conscious of keeping patches to a minimum size but this was a significant enough issue for the community we felt it shouldn’t wait.

We aren’t stopping here though. We will continue to optimise the game throughout Early Access.

Text Chat

We have overhauled the text chat system so you can now see a history of recent messages when typing new messages and the colour of the message more clearly indicates who can read it. Blue messages are team only. Orange messages are sent to all.

Change Log

Thank you to everyone who has provided us with constructive feedback. We read all of it even if we don’t respond to all of it. If you have a crash and get prompted to submit a crash report – please submit it so we are notified and we can look into the cause.

Known Issues:

  • Graphical glitches and missing weapons when joining the game for the first time
  • Audio settings menu is not yet implemented
  • Decals can be stubborn and cause texture glitches
  • There is no audio warning before being kicked – this will be added soon
  • Very rarely a player be stuck in spectator mode while in pre-game. You can workaround this issue by opening console using ` and typing kill into the console and hitting enter. Close the console using

Key Changes / Highlights:

  • Significantly improved loading times
  • Improved team balancing
  • Enhanced text chat including message history when replying
  • Updated voice chat icons so you can now see if the person talking in team voice chat is in your squad.
  • Improved server stability

Changes:

  • Fixed input freezing between the pre-game TDM ending and Raid gamemode starting
  • Fixed loading screen over-reporting progress
  • Updated text chat interface to better distinguish team vs. global chat and to show recent messages when sending a new message
  • Potential fix for a mass disconnection of players from a server at the same time
  • Improved team balancing system and fixed bug with team balancing causing the balancing to progressively get worse with each level rotation
  • Updated voice chat indicator icons. Team channel is now labelled [TEAM]
  • Reduced radius from which objectives can be captured
  • Fixed in-game camera rotating while navigating squad/kit interface while spectating
  • Added new dialog lines for capture, post-capture, push ahead/pull back and endgame conditions
  • Added more variety to existing German and British dialog lines
  • Added audio triggers to idle kick warnings.
  • Added more reverb zones to levels
  • Added new round loss music for each nation
  • Updated death music
  • Improved environmental audio ambience
  • Improved environmental soundscape to Merville – added conditional audio trigger to right flank of the attackers first phase
  • Fixed first-person weapon audio not applying reverb in interiors
  • Further backend audio tweaks
  • Lion-sur-Mer
    • Added lighting sources for Allied spawn during initial phase for better orientation
    • Improvements to trenches
    • Improvements to borders
    • Improved daytime lighting
  • Merville Battery
    • New flanking route during initial phase which provides better cover
    • New section opened from Town-area through the forest
    • Improvement to borders
    • Improvements to craters
  • Pegasus Bridge
    • Improvements to terrain texture
    • Improvements to terrain

Game Update 0.5.1 & Community Weekend

Game Update 0.5.1 & Community Weekend

Vanguard: Normandy 1944

Last week we launched Vanguard: Normandy 1944 onto Steam Early Access. It has been a great week seeing people playing and enjoying the game, and we are...

Now available on Steam Early Access!

Now available on Steam Early Access!

Vanguard: Normandy 1944 3 comments

It’s June 6th 1944 and the Allied Invasion of Europe has begun. Storm the Normandy coast as the revered British Commandos, take and hold crucial objectives...

Developer page & info on Demo

Developer page & info on Demo

The Alien Cube

New Steam developer page and info about a playable Demo!

Livestream Video / 7 Days until Release!

Livestream Video / 7 Days until Release!

Vanguard: Normandy 1944 1 comment

Last week we made another first in our development of Vanguard, by livestreaming one of our closed beta test sessions. There were of course a few bugs...

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Vanguard: Normandy 1944

Vanguard: Normandy 1944

First Person Shooter

In Vanguard: Normandy 1944 players fight to survive in hardcore multiplayer combat for historic D-Day objectives on real battlefields.

The Alien Cube

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The Alien Cube is a first person horror adventure focused on mystery and investigation. Your uncle Edgar has mysteriously disappeared. You decide to investigate...

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•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...

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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...

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Just a project. Unfinished. Throw an eye for curiosity.

Snow

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The only winter sports game that offers the most authentic riding experience in a massive open-world mountain. SNOW offers users the ability to customize...

Ukrainian War - The Game

Ukrainian War - The Game

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Ukrainian War – це перший у світі український патріотичний шутер заснований на реальних...

Gridberd

Gridberd

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The game GRIDBERD is an action horror game in the first person, in which you have to solve the terrible mystery of the ancestral Johnson Mansion.

Comments
Tallestdavid
Tallestdavid

wow and i thought cry engine 3 was Over powered.

Reply Good karma Bad karma+1 vote
Nuvendil
Nuvendil

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."

Reply Good karma Bad karma+9 votes
Taamalus

Took the words right out of my mouth.
Love the engine still, but their business model is somewhat questionable, but then again I too am only a small developer 'hopefull' :(

Reply Good karma Bad karma+1 vote
Guest
Guest

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abdullahsaleh20
abdullahsaleh20

Sooo true :(

Reply Good karma Bad karma0 votes
Lesbian_Owl
Lesbian_Owl

This is out of my heart :,(

Reply Good karma Bad karma+2 votes
TKAzA Staff
TKAzA

Tears clean the gears, of this mighty beast.

Reply Good karma+4 votes
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