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Game Engines on Steam: The Definitive Breakdown
- swivelmaster 5y agoWell there's definitely a mistake there - Borderlands 2 is an Unreal engine game, not XNA. A notable XNA game not included in the list is Braid.
- MrFoof 5y agoBraid was covered by the criteria. >Finally, we only looked at games launched since 2010. Braid was released on Steam in mid-2009.
- deleted 5y ago[deleted]
- OlympicMarmoto 5y agoBraid was not made with XNA. It used a custom game engine. I think it was just on XBLIG?
- kevingadd 5y agoAll XBLIG titles are XNA, Braid was a regular XBox Live Arcade game (XBLIG being 'Indie Games', self-published)
- tdsamardzhiev 5y agoAlso XNA isn't an engine.
- flohofwoe 5y agoDepends on your definition of "engine". XNA was a set of APIs and tools for game development. Game engines are also a set of APIs and tools for game development, although usually a bit more integrated than XNA. But before Unity and Unreal Engine became the "default engines" the term was used much more losely, often only for the runtime parts, not the authoring tools.
- deleted 5y ago[deleted]
- larsiusprime 5y agoWe welcome your contributions https://github.com/SteamDatabase/FileDetectionRuleSets https://github.com/SteamDatabase/FileDetectionRuleSets (it might be a false positive; or just as likely there is some utility app or launcher tucked in with it that was written in XNA, in which case it's a match for both engines -- that has happened for a lot of titles)
- Impossible 5y agoI'm really hoping Jonathan Blow sees this and responds to it :)
- Rd6n6 5y agoHe’s too busy making a new programming language for his next game
- kensai 5y agoIs Unity used in less blockbusters (or AAA titles)?
- swivelmaster 5y agoYes. Unreal is the most popular non-proprietary engine for AAA by far.
- Shared404 5y agoIsn't Unreal source-available proprietary, as opposed to non-proprietary? I may be wrong, it's been a while since I looked at engines.
- trevortheblack 5y agoCorrect. Source-available proprietary. https://www.unrealengine.com/en-US/ue4-on-github https://www.unrealengine.com/en-US/ue4-on-github
- BoorishBears 5y agoNon-proprietary in this context is generally understood to mean "not an in-house engine" Like how EA has Frostbite that's only used for in-house titles
- Shared404 5y agoAh, that makes sense. Thank you for the correction!
- ehutch79 5y agoI'm surprised Godot doesn't even appear
- adamrezich 5y agoI'm not—has anything notable shipped with it yet? it's a cool engine and I'm sure there's a nonzero number of Godot games on Steam but it's not surprising it doesn't show up in metrics like these yet
- humps 5y agoNext week the answer to your question is probably "yes" https://twitter.com/NathanGDQuest/status/1430992735192985605 https://twitter.com/NathanGDQuest/status/1430992735192985605
- adamrezich 5y agoyooooo that's rad! great news for Godot!
- jay_kyburz 5y agoJuan made it very clear in a follow up tweet that Sega would have had to have made significant changes to the engine in order to ship a game on it. I spent three months working in Godot a few years ago and it was clear even then that there were significant bugs in major systems. If you want to ship on Godot you had better be prepared to roll up your sleeves and dive right down deep into the engine. This is one of the few bugs I logged before finally giving up on the engine. https://github.com/godotengine/godot/issues/32383#issuecomment-899122701 https://github.com/godotengine/godot/issues/32383#issuecomme... The object pooling system reuses references so that your script can't tell when a reference to an object it is holding, changes. They doubled down on the bug by making the behavior in Debug different to a Release build. It's marked closed, but users still report it happening.
- kevingadd 5y agoAside from whether this should be fixed, that's a classical problem not unique to godot: https://en.wikipedia.org/wiki/ABA_problem https://en.wikipedia.org/wiki/ABA_problem The real problem is that you are not properly managing the lifetime of your objects so you have dangling references. Obviously Godot could provide better tooling to help you identify and troubleshoot it, but dangling references like that will cause breakage in basically any runtime environment that makes it possible to have them. IDs of that sort can be reused in many environments. For example, if you use Unity, .NET GCHandle IDs can be reused in the exact same way.
- ThrowawayR2 5y agoInteresting that Unity moved into the #1 spot. Does anybody have any hypotheses on the basis for that? Lower learning curve? Better developer support?
- trevortheblack 5y agoYes to both. There was a time when Unity had momentum because it was free* and the documentation was (comparatively) better than Unreal for the average user. The learning curve for unity is arguably better for 3D and inarguably better for 2D than Unreal. *The seat cost for unity has been low (albeit changing over time), but you could release and ship a video game without paying for anything
- serverholic 5y agoOne potential reason is that the 2d support in Unreal is not very good.
- sen 5y agoI played with a dozen different game engines before settling on Unity, mainly because the quantity and quality of the tutorials/guides and community around it. I have to search less to find my answers compared to other engines.
- jay_kyburz 5y agoI've worked on both. I worked at Irrational with Unreal on about 3-4 games until we shipped Bioshock 2 and recently released Void Bastards on Unity. Unreal is heavily oriented towards 1st or 3rd person walking around a level. Unity begins with a blank slate for really any kind of game. The visual scripting in Unreal is a turn off, and nobody want to work in c++. Working in C# for Unity is a real pleasure.
- FpUser 5y ago>"and nobody want to work in c++ ..." I have no idea about game industry as I am not there but I use C++ for business backend servers and have no problems or desire to replace it for this particular task. Modern C++ is a pleasure to work with unless one's ego can not tolerate / accept the fact that you do not need to be Alexandrescu to be productive.
- mrzimmerman 5y agoAlthough it isn’t available on Steam (and so excluded from the data) Escape From Tarkov is built using Unity and it looks and functions incredibly.
- Arrath 5y ago'Incredibly' may be a stretch considering common complaints about performance, netcode, and 3d audio.
- 41209 5y agoI've been working on a side project using Unity. With HDRP you can make things look very nice, at this point I'm only limited by my own time. You can buy Gaia, use HDRP and have a beautiful forest in about 3 minutes.
- CodeGlitch 5y agoI only recently found out about: https://o3de.org/ https://o3de.org/ https://github.com/o3de/o3de https://github.com/o3de/o3de Seems to be opensourced engine based on Amazon's Lumberyard engine, which itself was based on Crytek's engine (!!).