... for the Game Designer:
... for the Module Coder:
... for the Customer:
For more information check out the Drag[en]gine Wiki.
Due to the modular nature a fixed list of engine features as other engines provide is not possible since it all depends on the customer's choices. To avoid cluttering the summary find the features list in this article:

Find the Download for the Demo Release on the Steam Page
Get to know how the game works by solving the first task given to you. There are multiple ways you can achieve the goal so figure out your own way. And it doesn't hurt to run through the Demo multiple times to find the other solutions.
The Demo can be played in English and German on Linux and Windows machines.
New releases everywhere! This time with Blender Live-Connect Add-On for alternate work-flow.
New releases containing performance improvements for Stereo Rendering, IPv6 support and Object Grab improvements.
DEMoCap 0.7 is now ready to test with new object capture support and network access support to connect to Unreal Live Link.
Drag[en]gine reached 1.13 and has now the new DENetwork Library to connect all kinds of applications to Drag[en]gine games.
Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team...
Hey bro. It has been a very long time since I posted to ya. Hope your good buddy. I just wanted to let ya know I added your engine link to my new Game Design Social Network.
Aknighthawks.space
If you want to come to the site and Register you could add a space for your engine. And maybe get more people to know about it. Anyway hope to hear from ya bud. Have a good one! :)
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Hey, I'd like to ask, I remember a feature that randomizes textures so that vast open space doesn't look artificial. Really useful for oceans or deserts and something that plagues many AAA games.
What was the name of said feature again?
This can be done using the "variation.u" and "variation.v" texture properties: Developer.dragondreams.ch .
If enabled you can use layered textures (3D textures) for individual texture properties (like color). Right now *.png3d is supported or using constructed textures: Developer.dragondreams.ch .
*.png3d is by the way just a *.tar file with "zX.png" files inside where X is the layer/depth (0,1,...).
I have been looking forward to seeing this engine working and downloadable but after all these years I do not see this happening. On a number of occasions you have stated you only have to clean up a few things and finalize before release, that was nearly 2 years ago.
Don't worry. The release is slated for within 2-3 weeks from now. What's left currently is brushing up the example project so people get a grasp of what can be done as well as brushing up the documentation (Wiki side). Then the public GIT repo will be set up with an initial cast of builds (linux and windows for the time being).
Thanks for the great news looking forward!
Hello. Can someone point me, where can I download Drag[en]gine? I can not find it on theyr website, can't find on their Wiki, nor could I find it here. No prebuilt engine, no modules, no sources, nothing. How can I try it?
It's not available to the public yet. There are a few things I need to clean up and finalize first before I open up the repository. I prefer a solid first release than endless patchwork.
wow, this engine looks really promising. Sadly I use a mac and can't run it, Is there any plans for a mac version? It wouldn't be to hard to port it if it runs on Linux.
The engine is POSIX based. Only thing that has to be ported is the launcher as the rest would work out of the box. Only problem: I've no access to a mac. If anybody donates a mac strong enough to run advanced graphics it could be done. Otherwise I'm afraid not for the near future.
Darn, the problem is that macs are fairly pricy, It would be hard to find a person willing to donate a up to date mac.
Also just wondering, what is the launcher written in?
They are written in C++. This is though not mandatory. Every language able to link to a C++ library can be used to write a launcher.