
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 14 → 0.25/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Leadwerks Game Engine 5 updating toward 5.1 as with everything being created there is always bumps in the road as the improvement goals are achieved. I went from leadwerks 4.6 latest before ultra engine release purchased pro both still have pro under leadwerks 5.1 when released. I been making my original game since the twentyteens early this 2000 decade. I am retired US ARMY and have plenty of time to develop my game i am at no rush. I know the creator of the engine is pure honest and wants users to release great projects that everyone can purchase and enjoy for many years. As far as engines concern everyone has their preference this is just another tool to use or let it stay in the store never purchased until you want that type of tool to update enhance or finish your game design before release. A purchase tool will always work better than a free one from example a forman to get by until they wise up and purcahse a tool that makes their creation a lot better. This engine stands ready as a tool and on purchase enough video tutorial and discord question to include yours to get your project moving toward completion.
I've loved this software for over a decade now. It strikes the balance of being powerful and flexible with low barrier of entry. The main dev seems to have big plans in store and I love the update to natively support PBR materials. The vegetation system, and the multi-angle billboard LOD generation are also stand out features that really shine I would love to see better examples of finished projects with step by step documentation. For the time this engine has been around, there should be more of a social media presence. For example, I can google FPS movement in UE5 or UE5 animation tools and be spoiled with literally an endless choice of tutorials and or prebuilt drop-in systems I know Unreal Engine is a monster comparatively, but there are tons of code snippets, videos and solutions generated by the community for almost any game idea. This is less of a critique and more an expression of frustration. I believe a lot of this may be rooted in the main dev's lack of willingness to embrace certain philosophies that doesn't already fit their vision for the product I really love this product, and it does what it promises but it's one of the products that is so close to being so much more than what it currently is
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This engine is incredibly realistic. As someone who used to use Roblox Studio and is looking for a better Lua engine, this is absolutely the one to get. It is incredibly realistic and the owner is always open to answer questions in their Discord and their own website. The owner has made tutorials for everything you need to know to make a game and even provides you with completely free assets ,materials, and presets for you to use. Leadwerks is a great purchase for anyone who likes programming in Lua and wants a realistic engine.
Great editor with lots of usability built in.
Have not used the engine long, but from what I see and conceptually, this is what a game engine should be. It is not bloated, has a great built in toolset and environment work, which I usually hate is dead easy in this editor. If you are on the fence, don't be just go for it.
I have this in my library, but won't let me download. says missing files and missing permissions.
my vega frontier edition doesnt work with it anymore after 5 update but could be user error ill try diffrent drivers
It's great for making games for beginners
Great engine that is consistently getting better and better. it's a lot like the old hammer editor or source but much more modern and refined. The developer, Josh, is an absolute machine with how much he has done with the engine. definitely recommend if you are looking for a indie alternative to Unity or Unreal.
cool
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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