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 and much, more - straight out of the box and with no additional royalties!
User reviews: Mostly Positive (171 reviews) - 71% of the 171 user reviews for this software are positive.
Release Date: May 28, 2014

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Recent updates View all (32)

October 7

Check out Miscreated - the first game to feature SVOGI!

We’re super excited to announce that Miscreated, a cool new survival sandbox game created using CRYENGINE, is the first title ever to feature Sparse Voxel Octree Global Illumination. While SVOGI is still an experimental feature, the team at Entrada Interactive found our implementation to be what they were looking for to make their game to come further to life.

Cool. But what is SVOGI, anyway?

Sparse Voxel Octree Global Illumination is a system that makes in-game light behave extremely closely to how it does in the real world, adding lifelike immersion. We achieved this by making indirect light bounce off of most objects in the scene. We’ll leave it to our friends over at Entrada to explain more:

“This system allows us to dramatically change the lighting in the game to a more accurate representation of how light behaves in real life. Interiors of buildings will be darker than the outside world as they should be and color bounces off of objects and shows up on nearby objects. In general the lighting of the entire game looks immensely better.”

Why is it better?

CRYENGINE actually has multiple indirect lighting solutions, with each of them solving just part of the GI computations. All of them have their own pros and cons and in the past it was not easily possible to make them all reach their full potential. Some of common problems are: severe light leaking, a lot of handwork for designer and long pre-computation times.

SVOGI replaces most of these older solutions with one unified system. In addition to in-directional lighting it natively supports secondary shadows which provides better, more realistic results with less manual work required. If needed, levels may be lit completely by sky light only and this produces visually pleasing results with soft darkening under objects and detailed contact shadows. All that is possible without pre-baking and without manual setup of bounce lights or light volumes.

Here are some examples of SVOGI in Miscreated:

If you want to know more about Miscreated, please check out their store page.

Kudos to Entrada Interactive and the CRYENGINE team for this awesome achievement. We love seeing what Indie devs are able to do with CRYENGINE, so if you’re working on a CRYENGINE project and have done something kick-ass, make sure to let us know.

Happy coding,


1 comments Read more

September 22

CRYENGINE 3.8.4. Released

CRYENGINE 3.8.4 is here and we’re bringing all the updates we teased last week (Visual Studio 2013 and 2015, Height Map AO, Rendering Performance Profiler), improvements to Designer Tool, UV Mapping Editor and Character Tool and many more tweaks.

Character Tool

It’s now easier to specify and create animation events when setting up characters. We also added and improved a lot of tooltips and warnings, mostly related to the properties within chrparams. Users previously had to create text files by hand, but we added the ability to create new animation events files from within the properties panel of chrparams files, when no animation events file is specified.

Height Map based Ambient Occlusion

CRYENGINE 3.8.4 will provide an extremely efficient yet approximate large scale ambient occlusion solution for outdoor environments. In combination with Screen Space Directional Occlusion (SSDO), Height Map Ambient Occlusion (or short Height Map AO) provides additional shading cues to the eye, yielding enhanced scene depth perception.

Volumetric Fog: Sun Radial Scattering

Voxel-based Volumetric Fog has only one fog color and anisotropic factor, so it's difficult to control the balance of halos around the sun and overall scattering. This new feature enables artists to produce halos around the sun by using Voxel-based Volumetric Fog. As of 3.8.4, the Fog has Radial color, Radial lobe and Radial size parameters.

Rendering Performance Profiler

The new unified rendering pipeline profiler gives an overview of where the main performance bottlenecks are and shows the GPU times of the most important rendering passes. It combines the information from several of our previous profilers and presents it in a clearer interface.

Visual Studio 2013 and 2015

We now partially support VS2013 and VS2015, but for this release some plugins or features may not be available because third party dependencies may not have made libraries available that are compatible with these Visual studio versions. Anybody who wants to test this experimental feature in the upcoming update will need to actively enable it by following these instructions.

Designer Tool and UV Mapping Editor

Extrude is one of the most frequently used features in Designer Tool, but it only allows one polygon to be extruded in a direction normal to itself. To overcome this limitation, Extrude Multiple has been added to support extruding multiple polygons in individual normal directions, an average direction or an x/y/z direction.

The UV Mapping Editor also has two new features that significantly simplify edge sewing (SmartSew) and border selection (Loop Selection).

Last but not least, here is a short sample of the new things we’ve implemented for 3.8.4.

New: Dynamic distance shadows.
New: Supersampling support in game launcher.
New: Temporal AA is working with dual stereo rendering and VR now.
New: Improved vegetation shading, addressing issues with shading discontinuities and overly strong specular on foliage planes.
New: Added Flow Node inputs to FogVolume for easily setting values of the entity.
New: Updated WAF support for VS2013 and VS2015.
New: Exposed CVar for game to specify cursor (r_MouseCursorTexture).
New: Added technical documentation on Time in CryAnimation.
New: Reload Actionmaps during editor runtime.
New: Added release configuration support.

Thanks for reading!

8 comments Read more


“CRYENGINE is, for my money, the best looking and most full-featured engine currently available.”
Chris Roberts, Founder and CEO, Cloud Imperium Games

“It’s safe to say we literally could not have done this game with any other engine without a drastic reduction in the scope of our project; the size of our maps, the level of detail. We set out to make a world that was breathtaking to look at, and that’s what you see in-game. It’s a relationship we hope to grow in the future with more games!”
Turtle Rock Studios

“We looked at every major technology out there and CRYENGINE suits our needs perfectly.”
Martin Klima, Executive Producer, Warhorse Studios

Important Note

Important note:
The installation, use and/or access to this Product is subject to certain Crytek and Audiokinectic terms and conditions (Limited License Agreement For The Use Of The CryEngine As A Service For Games; EULA for Autodesk® Scaleform®; Audiokinetic End-User License Agreement (“EULA” Or “Agreement”) or Wwise®, Wwise Motion®, Soundseed ® And/Or Wwise Convolution™) which can be viewed by clicking here.

By clicking “Subscriptions” or “Add to Cart” you agree that you have read and accepted all of the terms and conditions mentioned above. Those terms and conditions include, but are not limited to, a restriction of the use of the applicable Product to video games only, i.e. interactive software for the sole purpose of entertainment (but not for simulation, architecture etc.). Those terms and conditions are separate from the Steam Store Terms of Sale and Privacy Policy which govern your purchase of a product or service from Steam through this store. Those terms, conditions and policies do not form part of the contractual terms between you and Steam and are separate terms between you on one side and Crytek and its licensors on the other side.

About This Software

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 (previously known as CryENGINE 3) 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 the developers of CRYENGINE, 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 on Steam is 3.8.1. 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 CRYENGINE 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.

  • For Level Designers and 3d Artists: The right place to start is the CRYENGINE Manual.
  • For Programmers: The Programming Guide is a good starting point to understand working with CRYENGINE.

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
Helpful customer reviews
91 of 98 people (93%) found this review helpful
1 person found this review funny
1.7 hrs on record
Posted: June 5
You can slam this engine for hours about how its lacking documentation, it's difficult to use, and its full of bugs, but contrary to popular belief the engine is not as difficult as people make it out to be. If you have prior knowledge of any DCC tool of your field, you should have no problem working this all out.

The service, however, is not a plug and play kind of deal, as some top reviewers seem to think. This isnt the Unity engine where you create a new script and import some animation and work it out from there. The structure is vastly complex and relies heavily on light scripts such as XML and LUA. And if you want to get down and dirty, there is also a grand structure of C++ scripts that will keep you entertained for weeks on end ;)

The bugs and glitches are very much a thing of reality, and not just rumor. Most of these "bugs" can actually be fixed by either slicing open the files and seeing what a miss, or by importing your own assets with your own animations and your own sense of creativity. The rumors about the vegetation bug and PBR + Water bug are all very much real, and nobody is happy about it... thumbs down :( If you're pretty clever and have the time on your hands, you can actually work around these issues and render them completely unnoticable!

I work heavily on the art side, (with a little bit of tech and animation) and I must say, this engine has helped me achieve more beauty than I ever could with any other service I've used. and for only 8 bucks a month w/ no strings attached, I'm basically robbing Crytek.

Since this is a complete engine and requires many fields to work on to complete a game, its essentially impossible to write a review that would help you understand just how powerful this engine is! Art, tech, sound, and animation wise. I closely watch the Steam forums and find that many people are upset due to the cost and difficulty to use. And to a point, these are valid issues. But if you're crazy and brave enough, I most definitely recommend this engine to try for one month! 10/10

High five for being the highest rated review. If you guys have any questions or risky judgement, I will be happy to help you pick the right engine for you.
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28 of 32 people (88%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: June 20
CryEngine is (nearly) perfect for independent development on game designs and other projects; but it has one major fatal flaw: it does not support global map segmentation (AKA: Map Streaming); and the largest map size it can currently support is 4096M*4096M; which is insufficient if you are trying to create a game with a large open-world game design.

If the develepors of the CryEngine SDK can't get Map streaming functional, they should at least make it possible to create a larger single-segment map size. The lager, the better; but a 10,000M*10,000M map size option should suffice for the projects of most independent developers, without compromising the accuracy of floating-point refereneces.
In fact, if you remember Cryengine 3.2, Cryengine did at one point support larger map sizes; but it was removed because it was thought to cause issues with floating-point references; although, I myself, along with many others never experienced this problem, so I am confident that larger map size IS possible, it will just require the developers to push for it; users of CryEngine have been asking for it for a long time, but we still do not have it with CryEngine.

And it is also important to consider, that map size (or lack of it, in this case) is one of the most reoccuring reasons why developers choose not to go with CryEngine; f the developers of CryEngine can get this problem fixed; it will eliminate one of the biggest drawbacks of CryEngine, and motivate users of other graphics engines to make the switch to CryEngine. Also, the Voxel editor has been broken ever since 3.5.x. Please try to fix these problems as soon as possible!
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27 of 38 people (71%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: June 20
- Great software
- Amazing things can be done.
- Great for experience and skills to be used later in the career.
- doesnt have to be used only for games!

- Expensive as its a industry used software.
- takes long time to learn
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10 of 12 people (83%) found this review helpful
3.4 hrs on record
Posted: June 25
Review as of 3.8.1
1. Optimized
2. The Code they ship with the engine is sufficient enough to make a perfectly working game.
3. New voxel based features including fog and an Experimental Global Illumination
4. The Devs are more open about their work on the forums now
5. The Documentations are updated daily , with some tutorials being written slowly by the devs.
6. VR Support
1. Still no Roadmap for things to come
2. No support for any kind of Video texture , need to get scaleform from autodesk for it...

Other than that I have not hit any roadblocks using the engine since the release of EaaS.
I r8 it 8/8 m8.
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12 of 16 people (75%) found this review helpful
0.9 hrs on record
Posted: June 22
This is an amazing piece of software that, on Steam at least, is highly underrated. People complain about it being too complex, or needing 3rd-party programs to develop assets, but all of that is, in this case, trivial. This game engine comes stocked with hundreds of assets for you to use, and as long as you don't use the ones they tell you not to, (ie. some sound files as listed in the EULA), you can develop your game without having to pay royalty. The complaint that people don't want to pay thousands of dollars in external software is also a bit premature. If you want to develop a AAA quality game, guess what! You're going to have to pitch in some money!

CRYENGINE 3 is amazing, and Crytek still continues to update it regularly, making this one of the best options out there for a 3D game engine.
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