Leadwerks Game Engine Indie Edition Cracked
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Have you ever wondered which game engines are most popular? Unity seems like it's used the most, but does Unreal dominate in the AAA space? These questions are answerable in principle, but until recently nobody has had good enough data to tell us much. It's even possible the companies themselves don't know precisely.
So I've maintained a site called gamedatacrunch.com for a while that slices & dices publicly available data about games on Steam. We worked with xPaw, the maintainer of steamdb.info to try to discover the underlying game tech behind every game on Steam. Joining the SteamDB data to information we've already gathered on gamedatacrunch.com, we were able to get rough numbers for game engines across a number of factors. So let's dig in and see what fun stuff we found!
Unity is the most popular engine for mobile developers, holding over 50% of that market, and given its reputation in that space we were curious how popular it was for PC games. Turns out, it might be even more dominant on PC.
The race chart below shows the share of games launched by year grouped by engine since 2010. You can see the general rise of modern game engines around 2013, with Unity really dominating starting around 2016.
Among UsCities: SkylinesFall Guys: Ultimate KnockoutPhasmophobiaUnreal Engine (Epic Games). Named for the 1998 game that it was first used for, the Unreal Engine has been lowering licensing fees and revenue sharing requirements over the past few decades and is now accessible to almost anyone. That said, it tends more towards being used for higher-end projects.ARK: Survival EvolvedBorderlands 3MORDHAUPlayerUnknown's BattlegroundsSea of ThievesXCOM 2GameMaker Studio (YoYo Games). Released in 1999, GameMaker targets more of an entry-level developer audience with a 2D focus and intuitive Drag and Drop programming. Coding in GameMaker Language (GML) is also possible and the engine now has extensive cross-platform support, along with inexpensive licensing.Hotline MiamiKatana ZeroRisk of RainUndertaleRen'Py (Tom "PyTom" Rothamel). Launched in 2004 and under the MIT open source license, Ren'Py (a portmanteau of ren'ai (恋愛), Japanese for 'romantic love', and Python, upon which the engine is built) is a visual novel engine with over 450 games on Steam.Ladykiller in a BindLong Live the QueenRPGMaker (various). The oldest entry on this list, tracing back to 1992, RPG Maker is more of a series of related engines, focused unsurprisingly on making RPGs. It has had multiple publishers over the years and in different territories.To The MoonAdobe AIR (originally Adobe, now Harman International). The Adobe Integrated Runtime (AIR) came out in 2008 and effectively enabled Flash / ActionScript developers to produce content that could run without a browser on Windows, Mac, and mobile, and as such a lot of the most popular Steam games are adaptations of Flash browser games. It was also used both PC applications (such as eBay Desktop and Pandora One) and mobile games.The Banner SagaThe Henry Stickmin CollectionSamarost 3XNA (Microsoft). The cheeky "XNA's Not Acronymed" was launched in 2006 but is discontinued as of 2013. It was released, along with XNA Game Studio, as freeware from Microsoft to develop Windows and Xbox 360 games. (Note: due to difficulties differentiating these from FNA and MonoGame, we are only looking at XNA-flagged games to avoid double-counting.)CelesteRogue LegacyStardew ValleyOGRE (open source). An open-source project since 2005, Roblox was based on this engine until 2014. While low in volume (it just missed our cutoff at 45 games, but we allowed it), some high-profile games have used it.Rebel GalaxyRebel Galaxy OutlawKenshiTorchlight (I and II)Honorable Mentions. Some engines didn't make our 50+ game cut but deserve a mention.KiriKiri. Quite a bit less popular than Ren'Py, KiriKiri is another visual novel engine that tends to be used heavily for adult-only games.AdventureGameStudio. The niche point-n-click market limited the volume of AGS games, but it did produce a few noteworthy games like The Cat Lady and Kathy Rain.Source. Valve's in-house engine was only used for a small number of games, but does include some 3rd party games such as Garry's Mod, Dear Esther, and The Stanley Parable.Lime/OpenFL. The most popular Haxe-based game engine stack, this was used for a few stand out indie hits including Dicey Dungeons and Papers, Please (not to mention our own Defender's Quest). The mega-popular Friday Night Funkin was also made with it, though that game isn't on Steam.Unreal games launch at the highest pricesBacking up the perception that Unreal is favored for larger-scale projects, we can see that 25% of Unreal games launch at a price point of $29.99+, compared to only about 6% of Unity games. The $49.99+ price point is attempted almost exclusively by games developed on Unreal or with custom engines. Meanwhile, 85% of all other game engines release under the $19.99 price point.
About 30% of games on Steam have Metacritic ratings, but very few of them are RPGMaker (13 games with Metacritic scores) or Ren'Py (7 games). Unity games are also unlikely to get scores relative to other engines, though that's likely more of a volume issue than a genre or engine issue.
A pie chart version of the above chart gives us a clearer view of the market share. In 2021 so far, fewer than 20% of games launched have been created with "unknown" engines -- a category that mostly represents custom and in-house engines.
We can look at Valve's announced top-grossing charts to get a view of what engine use looks like weighted by revenue, and it's a very different picture. While the vast majority of games are developed using one of the major game engines, it turns out that most top-grossing games are using custom engines. We used Steam's own internal "Platinum", "Gold", "Silver", and "Bronze" tiers that they use for end-of-year lists.
Of all the 1,338 games that Steam users and developers have tagged "RPGMaker", 1107 were identified by our system as truly being "RPGMaker" games, which is a hit rate of about 82%. What were the other 231 game engines that were misidentified?
The quickest way to summarize it I think, is that the engine is seemingly designed to slow down workflow in favor of looking complex and cool. I really feel like this was designed that so it looked really good in promotion, but in practice it's just not great. The wording in descriptions and the site is very particular, making the engine sound far more pleasant and robust than it is (though I suppose you can't expect developers to do anything but that). I mean, really, "Our renderer redefines realtime with image quality more like a cg render than real-time games of the past." Come on.
I am creating Universal a game listed on here with this engine, I have worked with unity before and for the small outlay this engine by far has better features then unity and you can produce some better graphic's.
This engine has potential but for the full price it just is not worth it and is sold as a complete package an "easy engine" but with broken scripts supplied with the engine like the FPS char and AI scripts I would look at skyline game engine.
- no decal support (waiting for months for a update)- no texture baking for lights/shadows (performance drops)- GUI is very bad designed (no threads for generating textures and other stuff -> Editor is freezing all the time)- GUI usability and logic is very bad designed.- very buggy (random access violation error, random crashes, sometimes steamversion crash steam client bootstrapper also)- editing animations is very hard to solve (no chance to edit something except the ID, no blending in the editor between animations just in code)- terraineditor has very small functionality- No terrainmanipulation in code possible (no classes given)- time between updates is too bug but updates contain not much new stuff- very small workshop with user created content (I dont need it, I create stuff myself or buy it) that wasted a lot of codingtime for other things- supports only .FBX models- navmesh is not updated when something changed (the product info say so)- ONLY OpenGL 4.0 graphiccards supported (means your game can only be created/played on OpenGL 4.0 gpus)- "negative" critic or asking for functionality that was promised months ago ends in deleting threads/posts or a ban in the forums- to expansive for me - $199 for standard edition (LUA/CPP)- no GUI classes to create a GUI- no networking (client/server, p2p) -> raknet only works with cpp version by default- no performance monitoring- it sells as crossplattform engine but only windows and linux is supported. osx support is coming (no date given)- android/ouya support was canceled- very small community (over 10k registred but maybe just 10 guys know how to use leadwerks)
Welcome to Crazy Minnow Studio! We are a small indie software development team primarily focused on game development using the Unity engine. Our pipeline includes: games, game development tools and assets, and video tutorial production. Check out our Unity lip sync asset, SALSA Lip-Sync, available on the Unity Asset Store. Follow our blog for updates on our Unity asset and game development, as well as other happenings in indie game development. 2b1af7f3a8