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: Mixed (161 reviews)
Release Date: May 28, 2014

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Recent updates View all (28)

July 30

CRYENGINE 3.8.2 Released

Hello all,

CRYENGINE 3.8.1 took the spotlight as our big update of the year so far, but today we bring you a few fixes and improvements for a smoother development process, and even more eye candy.

New Depth-of-Field

We feature an all-new DOF solution that fixes many of the edge bleeding artifacts of the previous implementation, while being more bandwidth-friendly and thus efficient at the same time. Also, our motion blur implementation uses a more sophisticated sample weighting scheme now which improves the quality of silhouettes at better performance. The motion blur amount is controlled now using real-world shutter speed settings!

Old DOF implementation (note the ghosting/silhouette around the characters)

New DOF implementation

Volumetric Fog

We’re bringing more improvements to the voxel-based volumetric fog we introduced in 3.8.1. Voxel-based Volumetric Fog uses volume textures as a view-frustum-shaped voxel buffer to store the incoming light and properties of participating media. You will see a noticeable upgrade in the overall visual quality; particularly, flicker and ghosting artifacts were greatly reduced. Furthermore, optimizing and changing the process of the volumetric fog also contributed the improvements.

New feature: Octree

Octrees are a fairly well known search-optimized structure to store arbitrary data as long as it’s organized in a 3D space. These are used in a wide range of cases (most typically for rendering or physics simulation purposes) and we now provide you with a C++ template to implement your own octrees in a consistent and convenient way.

Procedural Vegetation Import Fix

The previous export/import of procedural vegetation was working properly in the Editor but didn’t apply the correct vegetation objects in the launcher. Now the correct vegetation objects are applied accurately on each layer when exporting to the game.

We also refactored the Visual Studio auto-detection in WAF, allowing solutions to be generated for Visual Studio 2013 and 2015. Thanks to our community member ‘sunnlok’ for his support with this in 3.8.1!

Last but not least, here’s a small sample of fixes we’ve implemented that are a direct response to your feedback on the forums, so thank you very much for that and keep them coming!

Fixed: Fixed non-HDR skyboxes when reverse depth is enabled.

Fixed: (Designer Tool) Not displaying cursor in "Done" status in Cylinder and Cone tools.

Fixed: (Designer Tool) Missing some polygons in a designer object from 3.5.8 when loading the designer object in 3.8.1.

Fixed: (Designer Tool) ResetXForm tool which didn't work on multiple selected objects.

Fixed: Procedural vegetation objects are no longer spawned on wrong layers.

Thanks for reading!

All the best,


4 comments Read more

June 19

Update from the Team: CRYENGINE 3.8.1 is here, and it's big!

Hey all,

And welcome to CRYENGINE 3.8.1 (out now for all subscribers on Steam), the most feature-packed release since we launched the Engine-as-a-Service model in May of last year. So without further ado, let’s dive right in and take a look at some of the great new features the team has been busily working on in the past months!

CRYENGINE 3.8.1 is now available

New API: OpenGL Support
Starting with 3.8.1, we are shipping a fully-featured OpenGL rendering implementation with CRYENGINE, which goes hand in hand with Linux support for your games (see below).

New platform: Oculus Rift Support
You asked about it, and we listened: Just in time for the announcement of Crytek’S new VR title “Robinson: The Journey” at this week’s E3, we are putting support for the Oculus Rift HMD (Head-mounted display) into EaaS users’ hands. We've included a small demonstration level, aptly titled the "VR_Demo" level. This showcases some information on how you can approach setting up your levels for VR, some of the implications and the immersive benefits of using VR.

New platform: Linux
As previously announced, we are adding Linux support for your Game.exe. While you will still need Windows to use the Sandbox Editor, you can now release your commercial games on Linux as well as on PC- and of course, there are still no royalties whatsoever!

New feature: Voxel-based Volumetric Fog
With today’s release, we introduce an all new voxel-based volumetric fog system. The system supports illumination from deferred lights, respects clip volume boundaries and works consistently with transparent objects including particles.

New feature: 8-weight GPU Vertex Skinning
Skinning of complex animated meshes that use more than 4 vertex weights (up to 8 weights) can now be performed directly on the GPU which can significantly reduce the CPU load.

Improved: POM Self-Shadowing
This is another topic we had a lot of feedback on from our users on the forums, so we are happy to report that POM self-shadowing is back and working efficiently with deferred shading, allowing the sun to cast shadows from the heightmap used for POM (Parallax Occlusion Mapping).

The GameSDK project is a full blown game example. It demonstrates how most of the CRYENGINE features can be utilized, but its size and complexity can be overwhelming for first-time users. GameZero offers a minimalist approach to CRYENGINE. It allows first time users to get a quick overview of using the engine’s core functionality. It can be used as starting point for creating several types of games.

Added: Support for 3ds Max 2016, Maya 2016 and MotionBuilder 2016
Keeping our DCC-import pipeline up-to-date, we have added support for 3ds Max 2016, Maya 2016 and MotionBuilder 2016.

And much, much more!
Beyond these highlights, there are hundreds of further additions, improvements and fixes- please find the full release notes on our Documentation website.

E3, as Achieved with CRYENGINE

This week, the eyes of game developers and gamers alike were once again focused on Los Angeles and the annual Electronic Entertainment Expo (E3). To make sure that you didn’t miss any of the CRYENGINE-powered games being shown in the onslaught of news, we have prepared a small list for you!

Crytek – Robinson: The Journey
Assume the role of a young boy who has crash-landed on a mysterious planet in Robinson: The Journey, a brand new virtual reality game from Crytek. Keep an eye out for more news in the future!

Battlecry Studios – Battlecry
What happens when you combine the creative mind between some of gaming’s most memorable settings with the power of CRYENGINE? You get a remarkable looking world for your fast-pcaed, brutal melee combat to take place it!

CI Games – Sniper: Ghost Warrior 3
Our friends at CI Games are back with a sequel to their popular Sniper: Ghost Warrior franchise. Check out their new dev diary for details on their ambitious plans to bring realistic sniper combat to Eastern Europe.

Sony Santa Monica/ The Chinese Room – Everybody’s Gone to the Rapture
You won’t have to wait much longer to experience this game’s eerie take on 1980s Great Britain- Sony just announced that it will be coming to Playstation 4 on August 11th.

Warhorse Studios - Kingdom Come: Deliverance
Warhorse Studios used E3 as an opportunity to show of several new features that are soon coming to the Alpha of their ambitious open-world medieval RPG, such as sword-fighting and horse riding- take a look for yourself!

As always, we are grateful for your support and feedback- keep it coming, and enjoy CRYENGINE 3.8.1!


14 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
85 of 97 people (88%) found this review helpful
0.4 hrs on record
Posted: March 7
Strange that it counts the Number of hours spent in the GameSDK rather than the Editor, but whatever. I have around 300+ hours in the editor.

The engine is really REALLY powerful, that being said its not for the faint of heart to develop on. If you have a solid programmer or two though you can make the most AMAZING looking game, and the animation system allows for extremely powerful and smooth gameplay animations.

Honestly, after using Cryengine for a while I would never be able to go back to Unreal 4, Cryengine is just so supperior to build things quickly, and make it look amazing with very little extra work. The gameplay building aspect of it could be easier, but thankfully they are working hard on the documentation and have make big strides recently. When 3.7 comes out there will be almost no reason at all to use UE4 or Unity anymore. This engine performs amazing as well, I have a full very filled scene at 3 million to 4 million polygons with 3500 drawcalls, and I am getting 89-110 FPS solid on a single 980. I have had upwards of 9 Million running smooth before.

There is just no comparison for power. Usability? Thats another story.
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42 of 45 people (93%) found this review helpful
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
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34 of 50 people (68%) found this review helpful
1 person found this review funny
0.2 hrs on record
Posted: February 28
CryEngine is good. But the documentation has to be among the worst I have ever seen. There is barely any good official documentation and (this is my main problem) there are almost no good community tutorials.

I switched to UnrealEngine 4 which has straight up amazing tutorials and documentation. The official stuff for UE4 is good but the best part about it is the community. There are thousands of great youtube tutorials out there, you don't even have to learn how to code thanks to the blueprint system.

If you are a beginner I suggest you try UnrealEngine4. If you are a AAA company then this one might be for you. But for indie / hobby devs CryEngine is a bad choice.
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8 of 8 people (100%) 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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10 of 12 people (83%) 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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