Cons: - OpenGL in 2025?! bruh - In-game input lags and terrible performance, dropping with each newer version - this was already the case at the version 5.0 launch, when the RC version was faster by ~20%. GPUs like the 2060/3060 are bad idea. The engine is NOT low-hardware-friendly, despite the clearly understated system requirements - Cross-platform support: NO. Only promises of Linux and macOS ports in future (the latter didn't happen even during LE3x/4x). Proton launches with bugs (developer absolutely hates any compatibility layers and for some reason dreams of a native port, despite the LE 4.x port being complete garbage and abandoned by him personally back in 2017) - Multi-platform support: also NO, and not planned at all, not even ARM (which I consider a massive miscalculation given the rise of handheld consoles) - Broken Vega support, and on Intel UHD GPUs the editor doesn't work at all as far as I know - EXTREMELY heavy shaders. And they're hard to write, unlike in 4.6. Supposedly this will be fixed in 5.1 with the move to deferred rendering - Text documentation is incomplete in places and often outdated - C++ development is implemented pretty badly, but if you're a hardcore C++ programmer, that probably won't stop you. The real question is: what are you even doing here then? - No vertex animation (yet) and some basic features that stronger competitors already have. I strongly recommend the Leadwerks CEO implement vertex shaders externally, exactly like in LE 4.6, so if someone doesn't like his animation system, they can roll their own by overriding shaders in the project. In LE 4.6, vegetation “floated” instead of bending from the root, and it looked awful - Visual glitches from SSLR, water, and other heavy shader tech that's present here. Requires a lot of tinkering. Don't expect much help with such specific issues - For animators: Bugs with animations and importing them into meshes. There are still quite a lot of them - No real client-server networking code. Don't fall for the basic Valve p2p implementation, you're unlikely build a proper DM/TDM on it - Crashes when generating large amounts of .meta files for the editor (window thumbnails). These crashes have existed for over 3 years and are still not fixed. And the process is much slower than in LE 4.x - My favorite and VERY special point. The Leadwerks CEO, whatever his real name is, is a person who loves to confuse everyone, especially himself. Communicating through wildly inappropriate corporate formalism, he will argue against literally any suggestion or bug report as if you're proposing some utter bullsh* t, even when it's about basic functionality missing out of the box. Your attempt to help the project and be active will end with you being kicked from the Discord server, because you'll seem "too smart" and therefore dangerous to the business. CEO acting like recluse and paranoid, sees hate to him everywhere, and considers himself the smartest person in the room. The classic niche game- or engine dev archetype. Be careful! (1) - Severe lack of concentration from the developer, which causes internal plans to constantly change radically and everything goes to hell, including deadlines. For users this often means dropped support for a product they already bought and the need to buy a “new” one again. Be careful! (2) - Extremely murky stuff with Steam App ID switching back and forth, cringe marketing with promises of 10x performance over Unity, and other SPIKING TIME cringe involving Kickstarter (hello, Ultra App Kit). Full releases are very rough, there is still no real stable version, and early access ended only formally. Be careful! (3) - The Lua template is practically empty and disappointing, and there's no built-in UI editor - it's so much fun to move widgets pixel by pixel in scripts or come up with tricky formulas to make something work! (NO) If you want to do something more or less serious, be prepared to spend two or more years writing your tech base instead of actually developing your game! It also means, be prepared to repurpose old assets from the LE3/4 era, searching tech forums, read programming textbooks and articles, constantly consult with chatbots - basically, engage in SELF-LEARNING, which is not bad in itself, but the lack of basic functionality, again, is hardly a motivating factor in this case, and closed source code won't help you add something of your own to the engine or editor (the plugin system is still quite limited and does not cover all needs), even if you have the skills. In short, you'll be severely limited by the existing bare minimum, and therefore highly dependent on the CEO's updates. But you must remember: the CEO doesn't want to spoil you with unnecessary frills! He assumes you already have enough, so he doesn't want to add anything radically new, especially something he doesn't know how to implement quickly and easily. Be careful! (4) Pros: + OpenGL in 2025! Wow! + Good price + Finally x64 and multithreading (weakly implemented, but at least it exists) + Lua! + Convenient prototyping UI and support for built-in geometric brushes + Retro vibes: Y2K-style UI ideas (Valve Hammer, maybe little touch of CryEngine 3) filtered through mid-2010s minimalism + Genuinely easy to make beginner-level games with community help. Newbies get video tutorials and even developer tech support + Built-in IDE Despite the CEO's antics, I still believe in the product. I do care about its fate - I'm still developing commercial games on LE. However, if within the next year nothing changes in 5.1/5.2, if many promised features don't appear, and if there is no serious work on fixing both technical and behavioral issues on the developer's side, I will change this review to negative and will be considering a complete and final abandonment of its use by 2028. I haven't been part of its community for many months and don't plan to return. Even now, I generally do NOT recommend this engine for serious commercial development. It's too niche and too specific. It's suitable for warm Y2K era nostalgia and for gaining experience. If the indie scene is more important to you than big commercial plans, or if you're a complete beginner in gamedev and you just want to do some prototype quickly and well, or if you come from the Source / UT2004, etc. modding scene - this is actually a good place to gain REAL experience, and you will get a lot of it within a year or two, guaranteed (try not to get burnt out in the process). But if you're starting from zero and want to build a career in the industry, 99% you have absolutely nothing to do here, just learn Unity/UE.
Expand the review