
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 Jul 30 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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.
This really hurts to write this and give it not recommended. If your planning to design a whole game.. this engine isn't for you. don't get me wrong they got you covered when it comes to map making.. Tutorials Prove that. but that's about it :(. Nothing teaches to much on how to make certain games... I mean A few but not enough at all. "How to make a FPS" "How to make a RPG" etc just to make anything that fits the Engine. None of those exist. I really wanted this to be my main engine as well. it is what it is... Back to Godot... P.S I'm still holding on hope... When that day comes I'll change my rating.
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
If you ever loved working with the Source engine, Leadwerks 5 is going to feel like coming home. It has that same brush-based workflow but modernized and way more streamlined. The editor comes with production-grade CSG geometry, material painting, and all those little quality of life tools I always wished other engines had baked in. To give you an idea of how user friendly this thing is: I mapped out a replica of Dust2 in a couple of hours for my shooter. I'm not good at mapping. I had never touched the Leadwerks 5 mapping tools before that. That should tell you something. The terrain system deserves special mention too. Easier and better than any other engine I've used. It just does everything I need without fighting me. Josh, the creator, is incredibly active with support. He's always ready to help or explain things and you can tell he genuinely cares about the engine. The documentation is solid and covers most of what you need to know. LOD generation is fantastic. The license is also a huge plus. No royalties, no install fees, no third-party license headaches. You just make your games. Now for the rough edges. Some polish is missing in the editor. No mouse sensitivity setting, no fly speed adjustment, can't delete brushes with the delete key, can't preview wedge direction before placing. Small stuff but it adds up. On the code side, the simplicity that makes Leadwerks great also holds it back in some ways. You can't access the render thread at all. There's no Update/FixedUpdate split, just a callback every game tick. This means you can't update positions or rotations between ticks, and interpolation is forced on in the renderer. They added a low-latency mouse input option which helps, but everything else like your view model still updates at the tick rate, causing visual jitter. I feel like the real solution would be giving us a per-entity render callback and exposing the renderer state, maybe as an opt-in thing. Right now my only workaround is running the game tick rate equal to my monitor's refresh rate, forcing the threads to sync, and building my own "Tick system" ontop of it - which basically defeats the purpose of having separate threads. The C++ API is a bit scattered and inconsistent in places. No baked lighting yet (though it's on the roadmap). Also pretty sure there's no LOD blending, so you get some pop when the LOD changes. 8.5/10. Recommend it. Despite the complaints, this engine helped me find my motivation for gamedev again. I actually get stuff done now without juggling a million different concerns and worrying if what im doing is the proper way of doing that. Everything is just there in one place. It currently feels somewhere between beta and full release, but the foundation is rock solid. I love using it, the community is helpful, and I genuinely believe it has a bright future ahead of it.
GIVE ME LINUX SUPPORT OR I WILL CRY
Great software to learn game development and programing
I've worked with many game engines over the years, from the larger, well-known ones to indie game engine projects. There are a lot of game engines out there. But among them all, I've found Leadwerks 5 to standout for a variety of reasons. One reason is the editor. It's like a blend between an old-school BSP brush editor (via it's CSG brushes) and a very modern game engine editor all combined into one. This means you can do a good bit of your level design right in the editor and augment with 3D models as required. It's a nice way to work. And even if you don't want to use the CSG brushes at all for your game, opting to use all your own 3D models, the CSG brushes can be used to quickly graybox out a level for testing before committing to creating your final game level assets. Another reason I prefer Leadwerks 5 is Lua scripting combined with Leadwerks Flowgraph. I'm an artist by trade and programming has always been difficult for me. However, I've been slowly learning Lua and it's clicking with me. Combine Lua with the visual way of working via the Flowgraph and you've got a winning combination. Leadwerks also has a decent prefab system. It allows you to easily create 'chunks' of levels (which can include the CSG brushes, 3D models, lights, scripts, etc.) that be easily dragged in to any level and reused as needed. And if you need need one of your prefabs to work independently of the others, you can unlink and customize it. On my system, Leadwerks runs really well. All test levels and my own stress test of the engine shows that it can hold up well, even when pushed to the max on my ultrawide monitor with all settings set to max. Of import is the fact that the developer is very active, both on his forum and discord, answering questions and helping users of his engine. He takes bugs and feature requests seriously and tends to respond promptly, too. To me, this is very important when using an indie engine like this. Of course, the engine graphics look great with full PBR support. Models can be imported using FBX, OBJ, or GLB/GLTF file formats. So, whatever 3D modeling program you use (or if you purchase 3D models to use), you should have little issue getting them into the engine. Leadwerks also gives you access to a lot of models, materials, and more that you can download to your project via the editor and it's cloud connection to Leadwerks' server. Overall, Leadwerks 5 is a fantastic engine that is rapidly being developed and has a quite a few unique features. I highly recommend it.
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
Chinese,Chinese,Chinese,Chinese,Chinese,Chinese,Chinese!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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 :)
Somehow more accessible, easier to understand then Unity Has all the features you need for Steam If you're familiar with any Quake modding, this engine is for you! If you're familiar with Roblox create, you can use Lua as well here
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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