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CryEngine subscription launches on Steam

Royalty-free engine-as-a-service now available exclusively through Valve's storefront

Steam is most often thought of as a destination for game players, but it's becoming a significant source for game developers as well. Crytek today launched its CryEngine subscription service exclusively through Valve's digital storefront.

"Today's announcement means we are adding the first complete game development engine to Steam, with access to enough source code to allow the creation of any kind of PC game," Crytek director of business development Carl Jones said in a statement. "We're also giving indie developers state-of-the-art tools that live within the same eco-system that they can choose to publish their games."

Originally announced in March, the CryEngine subscription service gives developers full use of the engine for a monthly fee of $9.90 or €9.90. And unlike Epic Games' recently adopted Unreal Engine 4 subscription service, the CryEngine model doesn't require developers to pay royalties.

Crytek is promising to support the CryEngine with continuous updates and extensive documentation. The company is also releasing a variety of tutorials, demo levels and assets to help bring developers up to speed with the tech. While Crytek created the Microsoft-published Xbox One launch title Ryse: Son of Rome, the engine is decidedly more agnostic, including support for PlayStation 4, PlayStation 3, and Wii U in addition to Microsoft's PC and console platforms.

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Latest comments (5)

Julian Beck HR Consultant 2 years ago
Quite a major hit in my view, that game engine is at place 33 of the Top Sellers at the moment - a game engine, can't believe it!?!
Guess something's clear with that step - welcome unreal engine 4 in the Steam store...
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Jonathan Burroughs Game Developer, Variable State2 years ago
There's something icky about the royalty clause in the Unreal 4 license which puts me off. Particularly as an indie. The simplicity of the CryEngine license is very appealing.
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Gotto agree there, Unreal 4's royalty requirements was a deciding factor in ruling out its use at least for me, which is a shame as the tech itself looked promising, and subscription allowing its use after subscription lapsing just without updates is reasonable, it seems to be falling back on idea's from yesteryear where developers dont just pay for the engine but out any profits we generate for the privilige, and not all titles can make a fortune carving up a small pie into even smaller chunks is just not something people want to see, money you managed to get in flying out the door is practically heartbreaking for indie developers.

Cryengine whilst obviously potentially brilliant has suffered in indie circles from a severe lack of documentation, and no asset store of some kind, not to mention the odd way you had to release things in the free sdk, by basically applying to Crytek put me off, what if they reject it, or as some forum users had said didnt even reply to your application, so you spend x many hours making something and cant even get it released... I dont know if they fixed that with this subscription model version, and they really need to clarify that.

Equally bad is they're EULA is very prohibitive, you can spend all that time learning to use their engine, and then find for future projects you have to train in and use(or else create yourself) something else anyhow, they don't allow for instance military projects, gambling, simulation (technical, scientific, other), science, architecture, gambling, pornography or "serious games” projects, which are frankly massive restrictions, I understand they themselves do military projects so sure I could live with that but the rest, there seems to be no good reason for any of them, unless they're prudish, anti-science anti-architecture, anti-gambling, anti-nearlyeverything weirdo's.

Not every indie developer has the privilege of always being able to create their own projects, sometimes they have to do some for others to keep the the money flowing, and many of those categories are in good demand, these archaic and ridiculous restrictions, (seems more like they were created by an backwards extreme religious institution then a game developer) combined with the very steep learning curve and severe lack of documentation and easy asset acquisition, has always kept the cryengine from being a good indie engine, it will take more than one of these problems to be fixed to change that

Edited 1 times. Last edit by Alexander McConnell on 29th May 2014 11:34pm

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Show all comments (5)
Ruben Monteiro Engineer 2 years ago
In terms of developer-friendliness, CryEngine remains a far cry from Unity.
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Greg Scheel Executive Game Designer and Producer 2 years ago
If you don't like the UE4 EULA and micro-royalty of 5%, you are going to choke when you read the Cryengine EULA. For console, Crytek still charges 20%, same as always, and they place many restrictions on the type of game you can make.

Seriously, read the EULA carefully, and know what you are getting into.

As for royalties, the App Store and Play store charge 30%, and Valve refuses to discus the percentage they take, and signs everyone to secrecy about it, so it has to be a similarly huge chunk.

And for comparison, the U.S. Govt takes a raw 40% from all self employed persons, and then you get to fight to get it back. Hire the right tax attorneys, and just like GE, you can pay nothing.
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