I’ve added a new code lock type to RPG Engine: a mouse‑driven numeric keypad where you click digits 0–9 to enter the code. 
It’s fully integrated into the interaction system, so you can use it on doors, safes, or any other locked objects in your levels. This code lock will ship together with the next RPG Engine update. 
Here are some fresh screenshots from a new location – the bunker. 
In this area you’ll be able to play around with features from the Special Skills category of RPG Engine and see how they work in a real level context.
Telekinesis throw mechanic
Just reworked the telekinesis throw mechanic in RPG Engine. 

Previously you could only throw special objects (like ice chunks), but now you can launch absolutely any physics object you can grab at your enemies. This makes the whole environment a potential weapon and opens up a lot of emergent combat moments.
Just added a new type of explosive props to RPG Engine. 
These objects can be detonated either by shooting them or by hitting them with a thrown item, which makes the environment even more reactive and fun to play with.
You can use them for classic “explosive barrel” traps, chain reactions, or to reward players who pay attention to level layout and enemy positioning. This feature will be included in the next RPG Engine update.
I’ve added a new on-screen hint widget that shows where the player is and what kind of area they’ve entered. 
For example, in toxic zones it will display a warning like “Toxic area – use teleport to bypass this obstacle”, so players immediately understand both the danger and which special ability they should use to get through. 

RPG Engine 7.5.5 – Walk Mode
I just realized that, as a little surprise, I actually added the ability to walk in the project about six months ago. 
Previously you could run and sprint easily, but walking wasn’t possible at all. Now you only need to make a couple of small changes in your project to enable walking on your side as well.
Bought the project? Join the Discord and go to the #updates channel to get the instructions on how to upgrade your project to the new version without overwriting all your files.
New in RPG Engine: Buy Food & Water from Vending Machines
In the next update, money will finally have a practical use.
We’re adding food vending machines: you’ll be able to buy food and water for in‑game currency, and the items will physically drop out of the machine to you, just like in real life. 

Reworked Physical Items & Vending Machines
In this update we’ve reworked how physical items behave in RPG Engine: food, water, weapons and other interactable objects no longer just spawn flat on the ground when dropped – they’re now real physics bodies that fall, slide and roll across the floor.
The new vending machines highlight this change – you just aim at a button, press it, and the selected snack or drink is physically spawned and falls out of the machine.
The HUD also now shows your current money on screen, so you can immediately see how much you have left after each purchase. 
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We’re gradually moving over to a low poly art style. In one of the next updates, the grenade launcher and the sword‑and‑shield combo will be shown in this new low poly look
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#devlog
We’ve finished building all the structures for the upcoming update, and a chunk of the low poly props is already done.
Now we just need to wrap up the remaining props, polish the weapons, and improve the quest system.
After that, we’ll refine the level design for this area and the update will be ready to go. 
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I’ve been gone for a week, but not without reason — I spent all that time building the level for the overview map. Here are three fresh screenshots showing how the area looks now and where the level is at in terms of progress. 
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RPG Engine – Bunker Location Update 
The new Bunker location is now complete and marks an important step forward for the next update. This area is designed not just as a new environment, but as a gameplay-focused location where players will learn and use several core mechanics that are becoming increasingly important in RPG Engine. 
Inside the Bunker, players will be introduced to several skills from the skill tree, along with key gameplay systems such as stealth mode and the scanner. The location also helps players get familiar with protective equipment, including the gas mask, which becomes essential in areas filled with toxic gas. 
The Bunker is also built to teach players how to use thermal vision and night vision, while showing how environmental hazards can become part of gameplay. Explosive objects such as gas cylinders can now be interacted with as dangerous but useful elements of the level. 
This location also introduces four door types that players will encounter during exploration: a vertical sliding door, a side sliding door, an updated blast door, and a locked door that requires finding a key.
Together, these mechanics help make the Bunker feel like a more interactive and system-driven location.
Development is still moving actively, even if updates have been less frequent lately. Most of that time has gone into building and polishing locations like the Bunker, and this is one of the biggest signs that the project is continuing to move steadily toward the next major update. 
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Unexpectedly realized we never changed the camera position when the player was crouching — so we turned it into a proper feature. The first‑person camera now smoothly moves down when you crouch, making the whole movement feel more grounded and immersive. 
New ammo box models have been added. Each ammo type and each caliber now has its own box and unique model, so telling different rounds apart visually in the world and in inventory is much easier. 

Small update: crossbow bolts now stick not only to the player, but also to any other objects they hit.
One of the many things added today: certain world objects can now be destroyed by bullets. When an object is broken, its debris flies in the same direction the bullet was traveling, so the fragments realistically scatter along the shot trajectory instead of just exploding randomly. 

RPG Engine – Update Progress, New Quest Features and Upcoming Sale
Sharing some progress on the next big update. The new map is almost finished: a few locations still need editing, models need their final colors, and the main quest has already been fully written and just needs in‑game setup. We’re very close now — the update is entering its final stretch. 
Important news: along with a large number of new mechanics, the quest system is getting an expansion. In the next version you’ll be able to create assignments like “eliminate a specific character in the game”. This kind of contract‑style objective fundamentally changes how your dream game can be played on top of RPG Engine’s systems. 
There’s also a discount announcement: starting July 17, RPG Engine will be 30% off for two weeks. By getting the project, you’re investing in the creation of your own game that can grow in parallel with the RPG Engine framework. 
And one more important update: after this version is complete, the project will be published on Steam as a separate, free game. Its goal is to let you, as a buyer, see how the framework behaves in real multiplayer conditions. That’s exactly why version 7 introduced a prediction layer for networked gameplay. 
In short, the project is moving along a well‑planned path of deep modernization, and it’s great to see everything coming together – and to have you along for the ride. 
For now, here are screenshots from several starting locations where the game begins: a sea port, a gas station, and a shooting range.
And if you want to follow the full list of changes in detail, you can track them on the public Trello board: