Next: I’ll add automatic exiting from the vehicle if the car goes completely underwater.
RPG Engine 7.3.2
- Fixed a bug in the state activation system where local state activation was being checked incorrectly.
Been away for a week..
Due to FAB marketplace requirements, I completely reworked the entire folder structure ![]()
Now everything inside the project is logically organized and way cleaner to navigate
(see screenshot)
MEGA SALE ![]()
50% OFF on RPG Engine ![]()
May 27 – June 6, 2026 ![]()
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Hello this framework is impressive Im looking at the features like a kid in the candy shop ![]()
Quick question is it usable for a topdown game ?
Hi! Thank you for the high rating of the product. Technically, yes - you only need to change how the camera behaves and adjust the shooting calculation mechanics. However, I haven’t done that yet.
RPG Engine 7.4.1 coming soon.
Underwater movement calculation method has been reworked ![]()
RPG Engine 5.5.1
A new folder hierarchy has been built according to FAB rules.
The ease of control of the swimming mechanics has also been improved at the request of users.
I wanted to share a small behind-the-scenes update about RPG Engine. ![]()
Recently I sent the project to an external team that evaluates game frameworks, and while they rated the architecture and overall direction as strong, they also highlighted a few important gaps.
They specifically noted the lack of a proper overview/demo map and some “must-have” prototyping mechanics like poisonous gas areas and other reusable gameplay blocks.
Based on that feedback, I decided to invest a few thousand dollars into a brand-new overview map and to add those missing mechanics so it’s easier to prototype levels directly inside RPG Engine. ![]()
In the next post I’ll attach a placeholder screenshot showing the work-in-progress demo map and the current number of prepared assets, to make it clear this is active development rather than a vague future plan. ![]()
I’m also preparing a new project in parallel with this update — RPG Engine: Shooter Edition. ![]()
It’s a separate, more focused branch of RPG Engine for those who need a shooter‑oriented framework: firearms, attachments, grenades, ADS, combat AI, and a multiplayer core — without the full scope of Ultimate.
Overall, RPG Engine is gradually evolving not just as a single framework, but as a family of specialized products built on a shared core: Ultimate as the flagship edition, plus separate editions for more specific genre needs. ![]()
#devlog
Put together a dedicated case showcasing all grenade types available in RPG Engine. ![]()
Now newcomers instantly see it’s not “just a couple of grenades”, but a full set in one place — explosive, smoke, stun, marker, poison gas, and electric variants.
In this update I’m also adding turrets to RPG Engine. ![]()
For now they work as autonomous bot‑controlled defenses, and later I plan to let you directly control them and, for example, fire from a turret‑mounted machine gun.
This update will be compatible with your existing projects built on version 7: the project foundation is already mature and the architecture is stable, so you no longer need to refactor your whole project for core updates. ![]()
The documentation page describing the Character States system has been updated.
In the docs, this system is explained as being built around dynamically assigned character states, with a dedicated DT_CharacterStates database and a step‑by‑step example of adding a new state.
I’ve connected the turret to fire the same ammo types that exist in RPG Engine, so now it uses the same advanced shooting system as the player (traces, damage pipeline, effects, etc.), just without any reload logic. ![]()
Next on the roadmap is to build three small onboarding locations where new developers can safely learn how to fight, shoot, and control the character without pressure.
After that, I’m planning an overview map in the form of a small city with scattered loot, roaming gangs, and cars, where players will need to complete several quests. ![]()
My team and I are moving forward quite fast.
Hi @WeberSystems. Will the Ultimate also incorporate the shooter‑oriented framework: firearms, attachments, grenades, ADS, combat AI?
I actually desire the shooter‑oriented framework: firearms, attachments, grenades, ADS, combat AI with the Full Scope of Ultimate.
Hi! Thank you for your question. Ultimate is actually an already existing project called RPG Engine. It just contains so many mechanics that I decided to split it by genres and further refine each genre version with more genre‑specific features.
For example, RPG Engine Shooter will have more advanced shooter mechanics, while RPG Engine Survival will focus more deeply on survival‑genre systems, and so on.
We’ve just added a new mechanic: extendable drawers. ![]()
Using these modular drawers, you can now build quite complex constructions, up to “fridge‑like” multi‑layer setups and other stacked objects.
You can now turn light fixtures on and off directly in RPG Engine. ![]()
I’m actively expanding the framework with new mechanics that let you build genuinely cool, interactive levels instead of static scenes. On top of that, this update will include a new demo map with environment assets that will be shipped as part of RPG Engine. ![]()
This is what the updated camera control panel looks like now.
Using it, you can see what specific CCTV cameras are seeing in your city or building.
I’m currently working on the next big update for RPG Engine V7, and along the way I decided to add a small but fun extra: a new modular locker lock type (inspired by Escape the Backrooms). ![]()
These lockers are fully modular, so you can reuse the setup in different levels and build more interesting interactions around doors, keys and hiding spots. This new lock type will ship together with the upcoming V7 update, not as a separate patch. ![]()









