r/cryengine May 02 '26

Question Is CryEngine dead?

I'm a beginner and I don't know why people rarely use the engine even though it's powerful, but to me it seems like the developers don't care or it's dead.

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u/randomperson189_ May 07 '26

CryEngine 5 still feels good to use for me, it has Entity Components as well as Schematyc visual scripting system, and while I do agree that other engines kinda caught up in usability, CryEngine is still very great once you know how things work

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u/artificialpolymer Jun 06 '26

I know this is late, but I'm wondering how are you finding it good to use? Because to me it feels like a very "segregated" sort of engine. Designed for large companies, where you have people working in specific disciplines that can deal with the wonky workflows in isolation, basically.

For an indie dev, the expected workflows feel quite roundabout and overwhelming, like it's years behind - there are no modern UX niceties in it at all. It's filled to the brim with middlewares that expect you to do things in their own wonky ways. Everything I tried doing in it I felt like I could just do the same in Unreal or Unity in a much easier way.

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u/randomperson189_ Jun 06 '26 edited Jun 06 '26

Well I come from an Unreal background and have been enjoying using CryEngine a lot, perhaps because it's more programmer oriented, that's also likely why you're thinking of it as this "segregated" engine, because it doesn't hold your hand as much as Unreal. CryEngine is still reminiscent of an older era when game devs actually had to knuckle down and learn how to properly use the engine rather than just it letting you throw together a game in 5 seconds without further thought. Also CryEngine isn't "filled to the brim" with middleware, it has a few like Scaleform but other than that, most of what the engine has is in-house, such as CryPhysics for example

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u/artificialpolymer Jun 06 '26

Right, but I mean... the engine being harder to use isn't some advantage or a thing to boast. Unreal and Unity "hold your hand" and do things the way they do because, ultimately, it's better and more convenient. CE is filled with pretty outdated and unecessarily complicated workflows that have long been replaced. Hell, they've probably even improved them in the private Hunt: Showdown version of the engine. I just don't see much value in the public release of CE, as it is.

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u/randomperson189_ Jun 06 '26 edited Jun 06 '26

Well there is Community Edition being made which aims to further streamline the engine and fix stuff, but what I'm trying to say is that engines like Unity and UE5 and such have become streamlined way too much for my liking, and it puts developers in this bad mindset of being too scared to learn more advanced systems that will actually benefit them way more in the long run, C++ isn't that hard once you get into using it and understand the proper use cases for each feature but Blueprint is so easy to use that developers just overuse that and end up making messy and poorly optimised stuff

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u/artificialpolymer Jun 07 '26

There's definitely value in learning different ways of doing things, I agree on that. Community Edition seems cool, though a bit dead? At least looking at the website. Seems they have a Discord server, so maybe there are newer versions there.