Pay what you want for Cryengine V

Crytek must have seen TR's subscription system and thought it was a fine idea. The software maker has just released Cryengine V, and it's offering the game engine to developers using a pay-what-you-want model. Take a peek at the engine's showcase reel:

Developers that choose to pay hard cash can opt to have up to 70% of their contribution go to Crytek's recently-created Indie Developer Fund, which "support[s] promising indie projects around the world." Crytek says it won't charge any royalties or any other fees to projects using Cryengine, too.

If you're wondering how Crytek is going to establish a steady revenue stream under this model, the answer is the Cryengine Marketplace. There, Crytek, the Cryengine community, and other vendors can pitch their graphics and sound assets for sale.

The updated Cryengine comes with a number of modern features, too. Crytek has added a new launcher and user interface, support for DirectX 12, and a new low-overhead renderer. Since it's the season of virtual reality, Cryengine V also offers support for the Oculus Rift, HTC Vive, Playstation VR, and Razer OSVR headsets. Additional features include a new particle system, FMOD Studio support, and a VR-optimized "advanced volumetric cloud system."

Comments closed
    • synthtel2
    • 4 years ago

    Whatever happened to Cryengine 4? Didn’t we just go straight from 3 to 5?

    • kamikaziechameleon
    • 4 years ago

    The new develop first pay later model for game engines makes it something of a golden age for indie development.

    • Bensam123
    • 4 years ago

    Game engine goes f2p… hmmm…

      • PrincipalSkinner
      • 4 years ago

      f2d actually.

    • guardianl
    • 4 years ago

    Sign of the times.

    Unity has really wrapped up the non-AAA market, while Unreal has solidified it’s grip on the AAA world. Major publishers have invested heavily in their own engines (Frostbite@EA, Anvil@Ubi etc.) and generally mandated their use internally.

    Doesn’t leave a lot of room for the Cryteks of the world, because developer familiarity with specific engines/editors has become very important to most studios. You can hire people quickly who are familiar with Unity/Unreal. Not so much with anything else…

    • Shinare
    • 4 years ago

    Someone tell those Aussie’s over at PoE to take a look at this…

    • ermo
    • 4 years ago

    Am I alone in thinking that “free for non-commercial use, commercial licenses w/dev support available” is the way to go if you want both the best accessibility and lowest risk along with a potential revenue stream?

    To me, it seems only fair that the CryEngine devs get something in return if you started out using their tools at no cost and no risk and then build something good enough to commercialize?

      • ET3D
      • 4 years ago

      Yes, you’re probably alone. The Unity style license of “free for devs making up to $X a year” is more sensible.

    • DrDominodog51
    • 4 years ago

    There is an option to donate $0 on the website for access to Cryengine 5.

      • Peter.Parker
      • 4 years ago

      How much is that in Canadian money?

        • DrDominodog51
        • 4 years ago

        I believe it is $5000 for those of you up there.

    • Duct Tape Dude
    • 4 years ago

    I feel like we’ve seen almost every possible monetization option among the game engine devs: flat rate, percentage profits over $x, marketplaces, and now pay-what-you-want.

    Next up: Microtransactions. Got a bug? Sorry, you’ve used all your debugging credits. Come back in 2 hours, or pay:
    [b<]$1[/b<] to enable debugging for 30 minutes! [b<]$5[/b<] to enable debugging for 6 hours! [b<]$8[/b<] to enable debugging for 24 hours! [b<]<-- MOST POPULAR![/b<] [b<]$20[/b<] to enable debugging for a week! [b<]<-- GREAT VALUE![/b<] [i<]Check back daily for bonus rewards![/i<]

      • UnfriendlyFire
      • 4 years ago

      EDIT: NVM

      • Wonders
      • 4 years ago

      Pinch-points would definitely be implemented via inadequate documentation. Beginner tutorials would lead you by the hand, but once you’re knee-deep in a real project… that’s when you discover essential API reference pages containing nothing but method signatures.

      • the
      • 4 years ago

      At least we haven’t seen the ISP version of monetization:

      Just pay us money every month and maybe you get a product.

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