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With CRYENGINE, we have a simple goal: To create the most powerful game engine in the industry, and to give creators all across the globe the tools to harness this power to create world-class entertainment experiences.

A New Sandbox Editor: We have been focusing heavily on Editor workflow, and with this first version we are aiming to provide solid foundations to our new User Experience. If you were familiar with the old Sandbox Editor, then don't worry, all the features are still available although many things have been redesigned to fit in better with the overall vision. This first version still includes some legacy tools, but we are planning to upgrade the entire workflow to match our new User Experience standards. We are confident that this new interface gives you a more intuitive window into the powerful tools of CRYENGINE and we are eagerly awaiting your feedback.

CE# Framework: A new API that allows developers who are familiar with C# to start scripting straight away in CRYENGINE V. While C++ is the industry standard in the traditional high-end game development space, it can seem daunting to aspiring developers who are just starting out. So to this end we are introducing a C# layer to CRYENGINE that allows a wider range of programmers to achieve their vision.

DirectX 12 Support: Utilize the latest branch of DirectX to take greater control of hardware resources. Introduced alongside Windows 10, Microsoft’s new DirectX 12 low-level API allows developers to get tomorrow’s performance out of today’s hardware. Thanks to CRYENGINE V’s newly introduced DirectX 12 support, developers will be able to work close to the metal getting the most out of CRYENGINE’s famous performance and state-of-the-art visuals.

Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications. CRYENGINE V comes with a completely redesigned and rewritten core Renderer that allows submitting draw calls with minimal overhead. The new Renderer architecture enables us to get the most out of modern graphics APIs like DX12 and also greatly improves performance under DX11.

Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with a minimal performance hit. In CRYENGINE V we introduce an entirely new cloud system that enables users to create stunning volumetric clouds that integrate seamlessly into CRYENGINE’s advanced lighting models and with performance that can even fulfill the strict frame time requirements of VR apps.

New Particle System: Create stunning real-time fluid effects, handled almost entirely on the GPU. With a new Particle System that will optionally offload particle management and processing to the GPU, developers can achieve significantly higher particle throughput for expensive effects, further improving performance while building stunning worlds for gamers to explore.

FMOD Studio Support: Tight implementation of yet another professional Audio middleware that allows for greater flexibility in Audio middleware selection.

Improved Profiling: Profile your code with the power of advanced external profilers such as Brofiler (shipped with CRYENGINE), PIX, GPA and/or VTunes.

Visual Studio 2015 Support: CRYENGINE is now compliant with the MSVC 11.0, 12.0 and 14.0 compiler.

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In this post we would like to share a new teaser with you. In it you will see new visual style of the game and some basic game mechanics that we decided to reveal! Hello everyone, my name is Jan, and I'm happy you're here!

The Teaser

I think we all knew that the teaser is on it's way. We wanted to show something more from the game then just screenshots. The reason for releasing it so late after game announcement is that we experimented with different visual styles and now we finally found the best fitting for our game. For the entire team I hope you will enjoy it as we did.

The Updates

Despite the new teaser we had a lot more new things happened! Our team grew bigger in size and we were able to shift the development forward. If you have the skills and you would like to participate in the development feel free to join us on Discord for more information.

We also created a roadmap on our website so you can now see what's coming and what you can look forward to. The earliest is a new trailer that will come very soon. (we hope ...) You can also donate and support the development via PayPal if you like what you see.


Video Diary No. 2

Video Diary No. 2

Akolyta

Hi there everyone! My name is Jan and I’m here again to share news about the development with you guys in new development video diary.

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BATLOFF:Cyprus, what kind of game? |Part 2|

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BATLOFF: Cyprus is a tactical shooter game where we manage the Breakwater team. The story theme of game the 1974 Cyprus War. In this article, we're going...

Video Diary No. 1

Video Diary No. 1

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Hi. Jan here! We decided to make a short video where we would tell you more about our studio and about our game. We choose video diary type of introduction...

BATLOFF: Cyprus, what kind of game?

BATLOFF: Cyprus, what kind of game?

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"BATLOFF: Cyprus" is a game of tactical shooter with RPG elements. "BATLOFF: Cyprus" is about the 1974 Cyprus War. We are developing a war game with the...

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