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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.

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


  • 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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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 looking forward to another weekend of gameplay!

The community and developers are pushing our game nights this weekend. We’ll be in game from 7PM GMT+1 each night, so come and find us on the battlefield!

What’s Next in Development?

Today we have pushed an update to that game that includes several quality-of-life improvements. One of the biggest things noticed from last weekend was players were struggling to play with their friends. We’ve added in manual team-selection to work alongside our auto-balancing, so you should now find it easier to play with friends on the same team! We’ve also added customisable keybindings, the ability to switch teams - so you can play with your friends/clanmates, automatic kicking of idle players and scalability to the raid gamemode so on smaller servers everyone is fighting over the same objective.

2019 04 12 1

Screenshot from our Steam Group: The sun rises over Merville (credit: Kelly's Hero)

The full patch-notes and additions to the game are below:

BETA 231

Version 0.5.1 Changelog

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:

  • Server sometimes unexpectedly disconnects all connected clients from the game
  • Graphical glitches and missing weapons when joining the game for the first time
  • Level loading time can be very long on slow hard drives - we are working on optimising this
  • 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
  • Localisation of some of the new features is incomplete. We’d appreciate any help from the community to get these translated.


  • Custom key bindings
  • Ability to switch teams from spawn menu
  • Rebalanced raid when there are 8 or less players on a server
  • Idle players who are alive (not spectating) are now kicked in 60s
  • Player markers for team mates are now visible at any range


  • Added ability to set custom keybindings in Options > Controls
  • Raid gamemode now features only one objective per phase if there are 8 or fewer players on the server. All objectives will appear at the beginning of the next phase if 9 or more players are in the server or just one if the number of players drops back down below 9.
  • AFK Kicking: Alive players are now kicked from the server after 60 seconds if no input activity is recorded. A discrete text warning is given after 20 seconds inactive & large visual warning and countdown after 40 seconds inactive. Doesn’t apply to dead/spectating players.
  • Player markers over the head of team mates are now visible at infinite range
  • Fixed bug which stopped players from being killed automatically after 3s when attempting to swim across the river on Pegasus as designed
  • Added additional logging of connections to help identify connection issues reported we cannot reproduce
  • Improved reporting from crash reporter
  • Added support for additional resolutions (please let us know if yours is not already supported)
  • Fixed glitched 'name in the game’ Kickstarter backer rewards
  • Fixed collision issues around the staircase and preventing players from getting into the first floor rear rooms in damaged enterable house
  • Fixed missing objective capture dialog line for the German team.
  • Removed flags from server browser
  • Added developer message area to main menu & beneath scoreboard for breaking news/events
  • Added localisation for new afk notifications
  • Updated server browser to hide obsolete server versions. Recently outdated servers will continue to show
  • Fixed disconnecting players from being returned to an outdated server browser
  • Optimised scoreboard to reduce performance impact on opening
  • Added “network error” popup when connection fails due to a network issue
  • Increased confirmation time when changing settings from 15 seconds to 30 seconds
  • Fixed game start countdown displaying “waiting for 63 players” briefly at the start of rounds
  • Updated layout of settings menu to reduce confusion on location of toggle settings
  • Fixed an issue where the scoreboard was not instantly updated when a player disconnected


  • Fixed hits to arms not causing enough damage
  • MG34 bullet spread reduced by 20%
  • MG34 ‘draw speed’ reduced by 20%
  • Bren Mk.II bullet spread reduced by 20%
  • Bren Mk.II ‘draw speed’ reduced by 20%


  • Pegasus Bridge
    • Blocking off certain areas that were accessible when it shouldn't have been
    • Fixed glitched backer-names in the level
    • Numerous floating objects fixed
    • Numerous terrain fixes
    • Numerous texture fixes
    • Numerous vegetation fixes
    • Visual enhancements to the café-area
  • Merville Battery
    • Blocking off certain areas that were accessible when it shouldn't have been
    • Removed invisible wall in the field on the attackers right flank when assaulting the Chateau objective
    • Fixed glitched backer-names in the level
    • Numerous floating objects fixed
    • Numerous terrain fixes
    • Numerous texture fixes
    • Numerous vegetation fixes
    • Scaled enterable house with blown-out piece so player may pass
    • Visual enhancements to the Merville and Town-area
  • Lion-sur-Mer
    • Blocking off certain areas that were admissible when it shouldn't have been
    • Fixed wrong Tobruk model near beachside
    • Fixed glitched backer-names in the level
    • Numerous floating objects fixed
    • Numerous terrain fixes
    • Numerous texture fixes
    • Numerous vegetation fixes
    • Scaled enterable house with blown-out piece so player may pass
    • Visual enhancements to the surrounding areas along the borders and main play area towards third phase

2019 04 12 2

Screenshot from our Steam Group (credit: ThePistaCZ)

2019 04 12 3

Screenshot from our Steam Group (credit: dani24852)

2019 04 12 4

Screenshot from our Steam Group (credit: lakersdad201)

2019 04 12 5

Screenshot from our Steam Group (credit: ≡F:Arg≡ DAM)

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...

Live Stream Incoming!

Live Stream Incoming!

Vanguard: Normandy 1944

First of all, we really appreciate your understanding of our decision to postpone the launch of Vanguard. The few additional weeks this grants us has...

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wow and i thought cry engine 3 was Over powered.

Reply Good karma Bad karma+1 vote

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

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

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Sooo true :(

Reply Good karma Bad karma0 votes

This is out of my heart :,(

Reply Good karma Bad karma+2 votes
TKAzA Staff

Tears clean the gears, of this mighty beast.

Reply Good karma+4 votes
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