
Learn, Build, and Play with an all-new update that makes game development easier than ever. Dive into our video tutorials and learn everything you need to bring your ideas to life. Create with ease using our intuitive visual editor and Lua script. Publish your projects with a royalty-free license.
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About
Leadwerks Game Engine 5 is an all-new version that makes game development easier than ever. Dive into our video tutorials and learn everything you need to bring your ideas to life. Create with ease using our intuitive visual editor and Lua script. When you're ready to publish, you keep 100% of your profits with our royalty-free license.
Our new multithreaded architecture prevents CPU bottlenecks, to provide order-of-magnitude faster performance under heavy rendering loads. Build with the confidence of having an optimized game engine that keeps up with your game as it grows.

Achieve AAA-quality visuals with PBR materials, customizable post-processing effects, hardware tessellation, and a clustered forward+ renderer with support for up to 32x MSAA.

Built-in level design tools let you easily sketch out your game level right in the editor, with fine control over subdivision, bevels, and displacement. This makes it easy to build and playtest your game levels quickly, instead of switching back and forth between applications. It's got everything you need to build scenes, all in one place.

Add intricate details and visual interest by painting materials directly onto your level geometry. Seamless details applied across different surfaces tie the scene together and transform a collection of parts into a cohesive environment, allowing anyone to create beatiful game environments.

We've added a powerful new mesh reduction tool that decimates complex geometry, for easy model optimization or LOD creation.

Populate your outdoor scenes with dense, realistic foliage using our innovative vegetation system. It dynamically calculates instances each frame, allowing massive, detailed forests with fast performance and minimal memory usage.

Our navigation system supports one or multiple navigation meshes that automatically rebuild when objects in the scene move. This allows navigation agents to dynamically adjust their routes in response to changes in the environment, for smarter enemies and more immersive gameplay possibilities.

Lua script integration offers rapid prototyping with an easy-to-learn language and hundreds of code examples. The built-in debugger lets you pause your game, step through code, and inspect every variable in real-time. For advanced users, C++ programming is also available with the Leadwerks Pro DLC.

The flowgraph editor provides high-level control over sequences of events, and lets level designers easily set up in-game sequences of events, without writing code.

Download thousands of ready-to-use PBR materials, 3D models, skyboxes, and other assets directly within the editor. You can use our content in your game, or to just have fun kitbashing a new scene.

Are you stuck in "tutorial hell"? Our lessons are designed to provide the deep foundational knowledge you need to bring any type of game to life, with hours of video tutorials that guide you from total beginner to a capable game developer, one step at a time.
When you get Leadwerks, you can make any number of commercial games with our developer-friendly license. There's no royalties, no install fees, and no third-party licensing strings to worry about, so you get to keep 100% of your profits.
Multi-threaded rendering architecture
Clustered forward+ renderer with uniform lighting model and optional depth prepass
Multi-display support
PBR materials
Load 3D models from glTF, OBJ, MDL, and FBX (using glTF converter)
Image loading, saving, processing
Vertex, pixel, geometry, and tessellation shaders
Normal mapping with specular
Customizable post-processing effects stack
Crack-free hardware tessellation
Environment probes
Instanced rendering
Real-time mesh modification
Imposters
Build-in level design tools using constructive solid geometry
Edit level geometry in 2D and 3D viewports
Carve and hollow boolean operations
Build-in mesh reduction tools to optimize models or generate LODs
Integrated script editor
Easy-to-code Lua API with over 800 commands
Auto-completion
Hover mouse to show command syntax
Visual flowgraph connects script functions to set up sequences of events
Advanced programmers can use C++ (requires Leadwerks Pro DLC)
Dynamically sculpt and paint terrain
Cut holes in terrain
Up to 256 material layers
Terrain foliage system
Load and save Khronos glTF files
Load and save Wavefront OBJ files
Convert FBX files to glTF and load
Convert Collada files to glTF and load
Build-in mesh reduction tools for optimizing models or generating LODs
Animated skinned characters
Share skeletons across multiple characters
Attach objects to bones
Built-in animation transition and update system
Hardware skinning
Blend and transition animations
Fast and accurate asynchronous rigid body physics
Constraints including hinge, ball, kinematic, plane, and sliding joints
Motorized joints with limits
Generate physics shapes
Swept collision
Raycasting with lines or spheres
Navmesh pathfinding
Crowd avoidance and steering
Navigation areas visible in editor
Physics-based character controller
Automatic AI following
3D sound spatialization
Head-related transfer function (HRTF)
Audio filters including distortion, flanging, echo, and EAX reverb effects
Emit a sound from any entity
Automatic channel management
Skip to any time in sound
Resolution-independent for any DPI
Extensible widgets system
Load SVG vector images
Set widget and item image
Change mouse cursor
Custom color schemes stored in JSON files
Model files can be loaded from and saved to glTF and OBJ format, or converted from FBX format.
Textures can be loaded from DDS, PNG, JPG, BMP, TGA, PSD, and other image formats.
Audio can be loaded from WAV, MP3, and OGG formats.
ISPC Fast Texture Compression, including BC7 and BC6h pixel formats
Zip package loading and saving
Thread management, with mutexes and semaphores
File I/O
File system watcher
Memory allocation and management
String manipulation (split, search, conversion, etc.)
Message boxes and file / folder requester
SteamVR integration with support for a variety of headsets
Fast stereoscopic rendering
Controller input and display
Attach objects to hand controllers and headset
Translation and rotation view offset
Authenticate application ownership
Get user info
Leaderboards
Stats and achievements
Multiplayer lobbies
Peer-to-peer networking
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I’ve been doing game development as an indie developer for a while and have used many different engines. Unfortunately, most tools out there suffer from feature creep and are bloated with systems aimed at medium or large teams. With Leadwerks, I can quickly prototype a game without worrying about features slowing down my workflow. I feel at home when opening the editor. My creativity just flows.
GIVE ME LINUX SUPPORT OR I WILL CRY
The editor... I started using Leadwerks software way back with their stand-alone level creation software, 3D World Studio. From the start, Josh has had a knack for keeping things intuitive, and remembering who his target users are. Using 3DWS was a lot of fun to use back in the day, and LW5 has been no different. Only things are even cleaner and more intuitive with LW5, and there's a lot more to work with. Assets are added easily with a drag and drop. Textures can be converted to materials with a right-click. A number of model formats are also converted to LW5's 'MDL' format with a couple clicks. It's all really intuitive. For programming... I'm not a programmer by any stretch of the imagination, but for those who are, there's a built-in code editor that seems to be pretty full-featured. Better to look at others reviews and/or LW5's videos on YouTube. There's also a flow-chart editor for scripting, for those who like that approach. For features... There's a lot. I recommend checking out the videos on their official YT channel. My only two cents is that road and river creators would be pretty nice. Oh yeah.. and Linux support! -cough- (it's on the road map :) ) Developer/Community involvement... Developer involvement and support are important to me. I assume it is for others, too. So, it's worth noting that Josh is very involved and present in the community. He's active on Discord and in the forums, providing support, answering questions and providing feedback/suggestions/solutions as applicable. In my experience, he's also a friendly, approachable guy. There's a weekly "get-together" every Saturday where he discusses current updates, future plans, showcases new or upcoming features, features/discusses games, and holds contests for the community. Each is uploaded to YT to watch later. I put a decent amount of time into learning and creating small "test projects" while I was still on Windows. I've since moved to Linux, and am deep in early pre-production for my own game, which will use LW5 (once there's Linux support of course! -cough-). I'm confident this is the right engine for it. Anyway, this is getting long. I'll end by saying, if you're looking to make games, know or are learning Lua or C++, and want a solid, intuitive engine to work with, for $50, with no royalties on anything you make with it, LW5 is a very solid choice.
At the time of writing I'm only 16hr in (I had used the trail version for 3 or 4 days before I committed to buy)but so far I'm more than happy with Leadwerks, no bloat, fast to load, simple to understand ui, the tutorial videos are top notch and an amazing community and ever present developer who is already beavering away on the next update. Importing models from Blender works seamlessly, and I like the script editor (which is unusual for me lol) No subscriptions! that's so refreshing, and a royalty free license that's worth any price tag. OK there's a learning curve and maybe the engine lacks how to make a particular type of game tutorials, but these are likely to come, and there's loads of lua tutorials out there anyway. if in doubt try the trail version first :)
Making a FPS player is just a few clicks with no coding super fast just do some reading on the website(all links are the software) and you can already make a world with boxes. Buttons are not everywhere so the software is easy to use you just need to to learn LUA/C
Great software to learn game development and programing
Разработчик движка идёт в правильном направлении. Поддержка бюджетных графических карт и упор на оптимизацию, то чего не хватает современным разработчикам видеоигр. А для инди-разработчиков охват пользователей с бюджетными компьютерами это одна из самых главных задач. Я хотя и покупал движок десять лет назад, но толком его не использовал, потому что у меня был очень старый компьютер и не было возможности пользоваться движком. Но теперь у меня есть вполне достаточное железо, да и пятая версия движка очень замечательная, а версия 5.1 будет ещё лучше. С удовольствием приступаю к изучению этого игрового движка. --EN-------------------------------------------------------------------------------------------------------- The engine developer is heading in the right direction. Support for budget graphics cards and an emphasis on optimization is something that modern video game developers lack. And for indie developers, reaching users with budget computers is one of the most important tasks. Although I bought the engine ten years ago, I didn't really use it because I had a very old computer and couldn't use the engine. But now I have quite enough hardware, and the fifth version of the engine is very wonderful, and version 5.1 will be even better. I am happy to start studying this game engine.
Instructions are excellent . I haven't seen any other 3d game making software that has so much information available at the editor level and readily able to access while you are working. Most 3d engines require a lot of time to find precise information. So yes this approach I like very much.
мой отзыв на движок. позитивный, небольшое предисловие. к сожелению ultra engine pro = Leadwerks 5 . не заслуженно. обделен пиаром. я вспомнил те времена. когда люди использовали луа и модинг. тут без гемороя модинга , где надо досконально знать си++ и писать свой распоковщик. и иметь миллион утилит. на все случае жизни. в ultra engine pro = Leadwerks 5 все проще. и лучше сразу делать Leadwerks 5. чем потом сидеть и думать. почему куб тормозит н 5090 часть функционала графического "пока*" не имеет. да! да ключевое слова "пока" .он! активно развивается. на глазах ! в коде сделать все реально. движок полностью рабочий. разработчик на связи активно поддерживает даже по глупым вопросам .по моим глупым вопросам. что говорит о его заинтерисованности в развитий проэкта. плюсы -активная поддержка . как пользователя. так и сам продукт. если ты задаешь вопрос на форуме, в скорее, получишь ответ. -хорошая поризводительность -хорошая документация. и на форуме leadwerks, очень много материала для изучения. -редактор визуально не перегружен . - поддержка луа. что дает более опытному кодеру. сделать быстро прототип. без кучи библиотек редакторов и идешечек. -есть фоловграф. это почти как блю принт. но есть различия. блюпринты - это визуальное программирование. а тут сперва напиши необходимые функций. а потом используй их , как в блюпринте. вообщем мне показалось даже удобнее.но ни-кто не мешает вам. написать либу юзать и по другому) . я не уверен в этом. пока небыло небходимости лезть в фолов граф. - сам двиг написан на си++. и тут вам не все открыто. но можно многое . си ++. будет вам счастье. но и минусы конечно есть. -заточенность под пк. на андроид или ps5 как собрать материал найти будет сложно. задавайте ворос на форум вам скажут точнее. -графически редактор , не дает всей возможности движка. и не всегда интуитивно понятен. требует внимательных кликов мышкой :) . да я пос-то тыкал -порог вхождения, материала по нему сейчас тоже немного. но для использования . более чем достаточно. за глаза для старта. вообще даже ловил себя на мысли. все просто, это я тупой. стоит отдельно по ковыряться в лицензий ,и подумать подходит ли она вам. а возможно и про дает много. возможно больше чем надо, берите была лицензия по проще. может даже комюнити версия есть. для того что-бы пощупать и попробовать. мне для личного , более чем подходит. я "про" купил pro ена вороса тогда 3200, сейчас 1600. и не жалею. хотя "про" функций я не спользую. мое хобби, со времен модов. на сталкер и халву.
Thank you very much for the update
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Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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