GameGuru is a non-technical and fun game maker. It allows you to build your own game world, using creative and enjoyable tools. Populate your game by placing down characters, weapons and other game items, then press one button to build your game, ready to play and share.
All Reviews:
Mostly Positive (750) - 73% of the 750 user reviews for this software are positive.
Release Date:
May 19, 2015

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Packages that include this software

Buy GameGuru Fantasy Bundle

Includes 3 items: GameGuru, GameGuru - Fantasy Pack, GameGuru Mega Pack 2

Buy GameGuru SciFi Bundle

Includes 3 items: GameGuru, GameGuru - Sci-Fi Mission to Mars Pack, GameGuru Mega Pack 1

SPECIAL PROMOTION! Offer ends November 26

Buy GameGuru Premium Bundle

Includes 5 items: GameGuru, GameGuru - Buildings Pack, GameGuru - Death Valley Combat Pack, GameGuru Mega Pack 1, GameGuru Mega Pack 2

Buy GameGuru Starter Bundle

Includes 3 items: GameGuru, GameGuru - Death Valley Combat Pack, GameGuru Mega Pack 1


Recent updates View all (192)

November 20

Mega Pack 1 DLC updated!

We bring you another update to one of our DLCs! This time from GameGuru Mega Pack 1, with 10 upgraded models to make full use of PBR which expands the Mystic Library range for your game building needs even further!

In this update you'll find columns and pillars to frame your scene, with a cabinet and two tables to hold all manner of exciting things, such as a veiney plant and an iron candlestick (candle included!)

Meanwhile back in the core engine, you may have read the recent announcement of the public preview build and the many improvements that have been made since the last update. If you have a game project, we highly recommend you switch to the public preview to see if there are any issues that crop up so we can resolve them for the final public update later in the month.  The improvements cover model importing, particles, physics and a good deal of A.I improvement, so definitely worth checking out!

We'll continue to upgrade more entities to PBR assets in the background, and in the meantime, if you want to get your hands on the GameGuru Mega Pack 1 DLC it's currently on promotion right now:
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November 15

Public Preview Update

As we near the public release of the next GameGuru update, we once again take advantage of the public preview release to give you an opportunity to try out the version ahead of time, and flag up any issues that may have been introduced since the last public update back in July. 

Aside from the usual myriad of tweaks and fixes, we have focused on a number of areas this time, including models, importing, physics, particles, and A.I, all of which are geared to making sure you can make better games.  Here is what we have for you this time:

New Physics Shapes

We have added sphere and cylinder physics shapes to the options you can specify when defining the shape of your model via the FPE file, allowing barrels realistically and spherical objects to roll away if subject to gravity.  We also took the opportunity to fix an issue that caused physics to change its simulation speed based on the FPS, which caused some unstable collision activity.

Model Handling

As we worked on importing many types of model, we expanded compatibility with models which might have erroneous constructions so now GameGuru can load in a model file that only contains animation data, allowing such data to be appended to the master entity object. In addition, the importer:
  • Now supports the 8-system where bone weights are spread over a unit of 8 (FBX), as opposed to an overall weight of 1.0 (Fuse)
  • Can detect spine and spine 1 limbs/frames to allow the "isspinetracker" FPE field to allow movement to be controlled the animation data
  • Added SetEntityAnimation(e,slot,start,finish) command to override or assign animation sequences via LUA script
  • Added IGNORECSIREFS to entity FPE so that old CGI animation references can be skipped in favor of original animation fields
  • Fixed ragdoll bone structure so feet and hips no longer twist into unrealistic angles
  • Added GetEntityAnimationFound() command to determine if entity pre-assigns animation sequences to a specific slot
  • Non-Ragdoll characters no longer disappear at end of their death sequence process
The benefits of the above improvements can be seen with the new and improved character AI detailed below and helps users wishing to take their scripting furthermore control of the models and how they load into the engine.

New and Improved Importing

In addition to the 8-system support, we have extended bone count support for GameGuru models to 170 bones per mesh, allowing for a wider selection of character models to be imported into the engine, including iClone and MakeHuman characters.  The new support also extends the system to support 8 bones per vertex, using a new APBR_ANIM8BONE shader. Most games use 4 bones per vertex, but if your game needs characters with moving fingers or talking faces, then you need 8 bone support for the best results.

As well as improving the geometry handling, we now scan for additional material and texture references to make importing models with unusual texture assignments easier and quicker.  In some cases, a texture reference can be generated even if the model only contains material names and no original textures as the source model file.

Finally, to ensure all textures imported via the importer make it to the standalone of your games, special texture references are recorded in the entity created from the import process to ensure that even unusual or non-compliant texture files are still retained for the final game build.

Save Standalone

The F11 mode to view PBR texture stages can now be disabled in the SETUP file of the standalone executable for the final shippable title. In addition to the above improvements to retaining model textures, we have also fixed the issue of incorrect FOV when modifying it within the game via a script.

New Script Pre-Exit System

A new way to handle entity demise has been added to the script system and allows the scripter to control exactly how the entity is removed from the game. Previously, the entity would either turn to ragdoll, disappear or explode. Now you can intercept the final moments of an entity removal with additional script code, allowing all manner of last minute tasks such as extra animations, changes to game logic, score handling and even resurrection.


A good portion of time for this update has been on the A.I of the characters, making sure they deliver the kind of gameplay you would expect from a modern shooter.  Here are the highlights:
  • Added new 'ai_melee_animmove' script which allows models that include movement info inside their animation data to take effect in the game
  • Changed default CONE ANGLE of all default characters to 270 degrees total so they can 'see from the corner of their eye' better
  • Vastly improved character cover zone detection, so placing a cover zone marker down will attract a soldier engaging with the player
  • Added additional behaviors for AI soldiers including strafing, ducking, crouch running, rolling and avoiding - harder to hit a moving target
  • The AI now picks up on the players gun sound origin rather than where the impact of that bullet happens - more engaging battle
  • Added GetMovementDeltaManual command so can detect actual speed of progress of any entity, good for animation speed control
  • Improved character AI rotation code so more behaviors use smooth curving angles - see new movement progress of Zombie AI characters
  • Reduced the 'circling' effect when AI gets close to their final destination by increasing rotation speed as they get closer to target
  • Improved handling of 'very fast' AI bots that would get ahead of the logic that directed their pathfinding navigation
  • Relegated all CharacterControlX LUA commands as they are redundant in the new external script-based system (open better than closed)
  • Activated detection of dynamic obstacles for moving AI bots that rely on physics
  • Added additional cover zone markers to the Big Escape level to provide a good example of how they should be used
We are also pleased to report that this AI includes code contributed from the long-standing master of GameGuru scripting, "smallg", and we are excited to see this level of participation in the development of GameGuru AI by the community.

Improved Particles

Speaking of community contributions, another power-giver in the community, "AmenMoses" has generously given of his time to improve the particle system of GameGuru, here are some of the highlights:
  • You can now create particle emitters for entities with new ParticleAddEmitterEx command (move the emitter with your entities)
  • Specify custom particle image and frame count of image animation (choose 4, 16 or 64 animated frames for your particle)
  • Added SetHoverFactor command to override hover height on entities that use the hover factor value in the FPE (see Scifi Drone Ally)
  • Vastly expanded access to attributes of a particle emitter to give you full real-time control of what particles do
  • Added particle commands documentation in the appropriate section of the global.lua file
  • Added command to control the gravity setting of particles
With the addition of custom particles, we also expanded the standalone export process so all the extra media you might use to construct your particle effects are included in your final game build.

New FPP File Behavior

You can now include a '.FPP' file to accompany '.FPM' files to specify extra folders and file to add and remove from the final standalone executable. For many updates, users have wanted a way to control exactly what gets added to the final standalone game and what stays out. This FPP system allows full control of this, from whole folders all the way down to specific files. 

Other Fixes And Additions

The actual list of fixes and tweaks is a little too onerous to make into entertaining reading, but a full chronological history of every single change can be found in the GitHub repository which tracks the continual development of GameGuru, which you can find here. We do have some highlights, however, to give you a flavor of the improvements that have been made so far:
  • Added a flag to the SETUP file which forces GUNSPEC files to be reloaded without having to restart GameGuru - ideal for weapon artists
  • Invisible walls once again repel players from walking through them
  • Replaced hand models with a proper magic staff when the player is armed with this magic weapon
  • Fixed the 'black weapon' issue caused by old multi-texture DNS textures under the new PBR, also added illumination texture support back in
  • Fixed issue of weapons picking up dynamic light information for the correct lighting of the HUD model
  • Added default behavior which boosts albedo of old weapons denoted by them not specifying a shader
  • Multi-texture DNS textures now carry over to the final standalone game build
  • Great SetFont fix by "cybernescence" to ensure you can use your own fonts in your finished game
  • Fixed issue with the behavior of LoopNon3DSound so that re-entering the zone is handled correctly
  • Added SetEntityString command to override data and also to trigger a new sound be loaded into a slot in real-time
As always, if you find an issue of your own, you can report it right away by visiting our GitHub issues tracker and posting the problem you have, and as always, the more detail you can provide the better.

Community Collaboration

As you may know, at the start of the year we opened up GameGuru source code into a GitHub repo, that while not open source, would give you the ability to download, compile and run the very source code that makes the product. It could be used to enhance your own game project, or we hoped, help some of you contribute to the very engine and improve things faster. That hope came true, and much of what you play now is partly thanks to the community that surrounds it.

At the request of the community, we also opened up a Donations System so that we may administrate the paying of freelancers to accelerate this effort even more, and we have already had some success there too. Feel free to check out the page which details how the system works, what the donation pots look like now and where we have spent your contributions. Check out the Donation System on the main GameGuru forum.

We can reveal that one freelancer is currently working on GLTF importing, and although we would have liked to have seen it in our November update the task has grown into quite a beast, especially with the different variants of GLTF animated and textured models out there, so please bear with us while we make sure this feature is solid before we add it to GameGuru. To see how GLTF support might fit into your game making universe, check out the Sketchfab store which is one of the places we are using to export GLTF models for testing:

We hope you are finding GameGuru to your liking, and as always, if you have any suggestions on how we can improve things further for the next update, you can contact us through a variety of channels, including Facebook, YouTube, GameGuru forums, Steam forums, and our direct support system. Best of luck with your game making projects and keep an eye out on the news feeds for more announcements from GameGuru land!
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About This Software

Welcome to GameGuru, game making for everyone. Our mission is to create the easiest and most enjoyable game creator. Join us and our great & enthusiastic community on this journey. Imagine creating a world that you and your friends come together and play... and creating it could be a matter of minutes with no technical jiggery-pokery needed at all! Of course, you can happily spend hours, days..even weeks creating your masterpiece, the great thing about GameGuru is, you won't be held up by learning strange alien languages or using complex modeling tools. The time you spend with GameGuru is all about creating and having fun whilst doing it.

When you first launch GameGuru, it may appear to be a simple level editor, but it's actually crammed with lots of useful tools you will need to make your own game, including a character creator, model importer, building maker, complete scripting language and of course, over 6GB of complimentary game assets to get you started. The fact it's as easy as any in-game level editor is a plus, and unlike level editors, you get to save out what you've made and even sell your game!

We've created a small game level for you to play and enjoy, which shows you how you might lay out your level, and balance the combat to give the player a challenging experience. You can, of course, edit this level any way you wish and learn from an existing demo level rather than start completely from scratch. We believe there is nothing on the market which enables you to create and share a 3D game as quickly as GameGuru, thanks to a massive starter collection of assets, our easy drag and drop approach and built-in game logic so you don't need to code it yourself (unless you want to).

GameGuru offers you an easy yet comprehensive game creation process that is open to non-programmers and designers/artists, or anyone who aspires to become a game creator. It also has powerful editing tools for those who want to take their game creation to an even greater and more complex level. The power is there at your fingertips.

As a welcome bonus, we have also included an expansion pack with over 2.8 GB of additional game assets for you to get started, completely free! In fact, all the art you see in the screenshots above are included in GameGuru and you are free to include them in your games, no strings attached. We do sell additional content DLCs, but with over 6,000 megabytes of game assets already crammed into GameGuru, the DLCs are entirely optional.

You just need to follow these easy steps – welcome to the world of game creation!

Create your virtual 3D world – Game Design

Construct huge game levels with the easy to use Level Editor. Sculpt your initial game design, add content and then play your game with one click of the Test Game icon:

  • Design your game and levels adding hills, mountains, water, paths, terrains until you have created the world you want for your game
  • Add all your environmental items, pick animated 3D objects including buildings, trees/vegetation, man-made objects/barriers with pre-set customizable properties
  • Set the mood by controlling all aspects of the 3D rendered scene with easy to use sliders and combo box choices, including sky/ambiance, day/night scenes, lighting settings.

Decide what your game is – Game Plan

Have you ever wanted to create the game only you can dream of? Now you have the tools to do exactly that, possibly for the first time ever! You can create games very quickly and easily, or add more and more depth as you wish to create a unique game experience:

  • Create your dream game, whether it’s Modern-day FPS Action, Horror/Zombies, Sci-Fi/Fantasy, Cartoon/Zany, Medieval/Historical and many more - you choose!
  • Give your game objectives, missions, weapons, puzzles, collectibles from a suite of pre-set objects supplied, or create/buy/ customize new objects.
  • Add characters to your game from the stock media or design your own with the Character Creator.

Now make your game come to life! – Game Crafting

Using the editing tools you can add more depth and details to your game, make the scenes more complex and improve the objectives of your game to challenge experienced gamers:

  • Use the 3D editing mode to fine-tune your game design
  • Add all the game-play aspects you want in your game and make adjustments
  • Use the assets supplied free with GameGuru or import your own
  • Use the editing tools to make your characters and objects unique, give them additional behaviors using the powerful LUA scripting language.

Create, share & sell your game – The final result!

Once you have your finished game you can make it available to your friends and other gamers. GameGuru is unique in what it can offer, all at no additional cost:

  • Build your final game - ready to play and share
  • Save your standalone game as an executable file to use as you wish
  • Publish your game and sell it to others, all royalty free
  • Make, share and play multiplayer games with other GameGuru users

GameGuru and its creators

GameGuru has been developed by The Game Creators and our mission with this product is to develop a game creator that everyone can use, with superior capabilities for those who want to take their creations to the next level. We're a UK-based Indie development team with years of experience. GameGuru has been designed by gamers for gamers and we want to build and design it along with our enthusiastic community.

Our vision is to produce The Ultimate Game Creator for the PC - a solution that is easier, more intuitive and affordable than any of its competitors. A product grounded and shaped by one of the longest-running game making communities out there. Developing game creating tools is what drives us and we're super passionate in finding ways to make the whole game creation process as easy as possible.

The Technical Stuff

For those who want to learn more – here are the main elements of GameGuru:

3D Game Engine & Editor

  • Easy to use, drag & drop style
  • Birds eye view & 3D fly editing systems
  • Game world – Construct levels for your games
  • Terrain editor – With easy to use controls you can create unique environments
  • Infinite vegetation system – Vegetation is auto-generated, just paint it on the map
  • Level of detail – The game engine supports Level Of Detail technology (LOD)
  • Cascade shadow mapping – Real-time dynamic sun shadow
  • Lightmapping – Add fast shadows to your levels with the shadow baking system
  • Sky maps – Choose from a wide range of high-resolution sky maps
  • Occlusion Culling System – Fast rendering from a special object culling system
  • Light Rays – Let the light flood your game scenes with cool god rays
  • Connect to the Asset Store to extend your library of game assets


  • GameGuru uses the Bullet Physics engine to create realistic physics events
  • Rag-doll deaths of characters

Game Characters & Weapons

  • Customize character in-game properties
  • Simple Character Creator
  • A.I scripts control characters - Scripts are coded using the LUA language
  • GameGuru comes equipped with a range of stock weapons and ammo packs
  • Explosive Munitions – RPGs, grenades, and landmines
  • Ammo pick-ups – Reload weapons during game-play with ammo pickups
  • Jet-pack - A special Jet-pack object lets you fly around your game world

Multiplayer on Steam (GameGuru is required by all users to play multiplayer games)

  • Build games with multiplayer features
  • Create death-match levels
  • Make Team death-match levels
  • Build Co-op Multiplayer games
  • Up to 8 players can play your game
  • Play with friends

Build Games

  • Save standalone single player games as executable files
  • Distribute your games royalty free

Choosing Your Game Engine

GameGuru is not designed to compete with professional development tools such as Unity, Unreal and Cry-engine which are ideally suited to producing commercial apps and games. GameGuru is a recreational game maker, not a professional tool, and is still very much in development. GameGuru is unsuitable for serious game development projects at this time, and we highly recommend you visit the forums and ask many questions before you make a decision on the game making tool for you.

System Requirements

    • OS: 7, 8, 10
    • Processor: Intel Dual-Core 2GHz or AMD Dual-Core 2GHz
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 400 series or AMD Radeon HD 6000 series, 2GB Video Card (Minimum Shader Model 5.0)
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers
    • OS: 7, 8, 10
    • Processor: Intel Quad-Core (i5 2300) or AMD Octo-Core (FX 8150)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 660Ti or greater, AMD Radeon HD 7950 or greater, 2GB Video Card (Minimum Shader Model 5.0)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers

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