Info: Unreal Engine 5 Devblog

Game will not shut down for several years for sure but UE5 is highly unlikely from what I see based on communication, and type of updates.
 
I think the game will be shut down before UE5. They likely canceled it and dont want us to know.
I´m totally fine if they whould cancel UE5 to have more power in fixxing the game more. We don´t need more and more Planets or Moons too.
 
I think the game will be shut down before UE5. They likely canceled it and dont want us to know.
Most likely scenario.

I know, I know.... people have been saying this game is over for years now and it keeps going.

That is not a good thing, or should be seen as a positive! Just saying.

The idea for UE5 probably seemed like a good one at the time. Then the difficulty and expense kicks in and it becomes an anchor that they would rather forget attempting.
 
3 years and counting? no updates on this yet? it's like nothing was done in 3 years... one can be hopefull ...

Don´t worry: Soon (TM)

But wait...

Chould it... chould it be? I may taste some upcoming UE5 in the air!
Can´t wait to sweat with VR and sell it for epic 1 ped/k! :shower:

images
 

Unreal Engine 5.7 Sneak Peek | Unreal Fest Stockholm 2025​

 
I'm good with Unreal taking its time. Don't relish needing to install a new version, recreate avatar, deal with whatever they kill in the process, so on and so forth. CE2 still has much they are not using and indeed they have AI now to help them make the most of it.
 
The wisdom to never change a running system is true in so many places, but it has its truer and truest spots too.

I know I have only just make a post with a suggestion for something new in it, but in many ways it is a simple thing that the platform should be able to handle easily. I guess fifteen years ago it would not, but so much scope has been coded and become available in the current platform that new content variants should actually be a doddle (=easy) even for less talented devs (actually programmers). I'd class myself as one of those in direct terms, by the way, but I reckon I could piggy-back on what is known pretty well to create good content on the current iteration of EU without invoking UE5, tbh.

I'm thus also not in a rush to see UE5, although a massive boost in player numbers by some means is reaching a point of serious necessity I feel. Could we do it without the 'hype' of 'newness', just with solid good moves such as a better new player experience and better noob economics? Oh, and progression economics? And advanced player economics? Hmm, the underlying behind the mask? Will UE5 actually make much difference to the problems we REALLY face in our universe? What are the problems even? Not enough fun, incentive structure, trust, reputation, value for money? Is UE5 going to solve any of this anyway, or are more major changes going to take the opportunity to piggy-back alongside?

Hmm, piggy-backing used twice in one post in two different contexts (now a 3rd time). Should that be a focus for improvements and suggestions either with or without a major overhaul?!
 
So here’s the deal: back on 16 September 2021 I ordered a laptop for my brother. He said: “Besides Microsoft office and Chrome it must be able to run Entropia (the only game I play) once they switch to Unreal Engine”. I, being a wonderful sibling, went full hero mode and picked up the ASUS TUF Gaming F15 with an RTX 3060 so he could be ready when the great UE5 leap happened.
And guess what: today my brother comes to me, hands me the same laptop, and says:
“Bro, I actually need a new laptop just for work tasks only since I’m STILL using the old client of Entropia.” :geek:
 
So here’s the deal: back on 16 September 2021 I ordered a laptop for my brother. He said: “Besides Microsoft office and Chrome it must be able to run Entropia (the only game I play) once they switch to Unreal Engine”. I, being a wonderful sibling, went full hero mode and picked up the ASUS TUF Gaming F15 with an RTX 3060 so he could be ready when the great UE5 leap happened.
And guess what: today my brother comes to me, hands me the same laptop, and says:
“Bro, I actually need a new laptop just for work tasks only since I’m STILL using the old client of Entropia.” :geek:

You have a nice brother giving you a laptop - my brother would have charged me lol.

But also you are not alone in buying a new PC and now the years past since it has now become less good.

I mean my PC is still good though that I bought just under 2 years ago. Recently I bought more ram for it so now it has 64gb - it only came with 16gb. I usually built my own PC's but I had so many PC issues the last 5 years that I just bought pre made. I went through 4 PCs including 1 laptop in that time. Turned out I had a faulty USB 2.5gb ethernet adapter that was causing the PC issues and killed them including the laptop I bought that died within 1 month. I was so dumb and I did not want to accept it was that USB adapter causing the shorts on my PC and laptops that I just kept using it. Until I realised it was that and I smashed it to bits. Not had an issue since after buying this current one soon after my laptop died that I bought as a temporary fix until I could afford a PC again.

I got that 2.5gb USB ethernet adapter from Amazon - a warning to all who buy tech stuff from Amazon, becareful......
 

Unreal Engine 5.7 Sneak Peek | Unreal Fest Stockholm 2025​

Yeah no wonder UE never comes out, as soon as MA gets forward with their development Epic release a new update,
and MA dev team goes: "-Crap, those features should be included ingame". :p
 
I defo wouldn't bother getting new hardware for UnTropia... at least not till they release it.
 
They said 2025. There’s still a couple weeks left…

It is not happening this year bro.

Also why on earth would they do a huge engine update change 2 days before mayhem starts? that would be madness!
 
Perhaps it will come on their anniversary day in January 2026... to be continued
 
I asked Gemini (Google AI) "how long should it take a gaming studio to switch from cryengine to unreal engine?"

Converting a game from CryEngine to Unreal Engine is almost never a simple "conversion"—it is essentially a re-creation of the game using existing art assets.
Because the two engines function fundamentally differently at the core, you cannot "copy-paste" the game. A realistic timeline estimate depends heavily on how far along the project is.

The "Rule of Thumb" Estimate​

A common industry calculation for engine switching mid-project is:
Time Already Spent × 0.5 to 1.0 = Added Delay
  • Example: If you have spent 18 months building a game in CryEngine, expect the switch to Unreal to delay your launch by 9 to 18 months.

Breakdown by Development Phase​

Project PhaseEstimated DelayFeasibility
Pre-Production (Concept/Prototyping)2–4 MonthsHigh. This is the best time to switch. You lose prototype logic but keep the design documents and art concepts.
Mid-Production (Vertical Slice Complete)6–12 MonthsMedium Risk. You will keep your 3D models and textures, but you must rebuild all gameplay code, AI, and level design from scratch.
Late Production (Content Complete)1–2+ YearsCritical Risk. Generally considered "suicide" for a project. It is usually cheaper to hire CryEngine experts to fix your current bugs than to switch engines.

Where the Time Goes (The "Conversion" Reality)​

To understand why it takes so long, you have to look at what transfers and what doesn't.

1. The Easy Part: Art Assets (10-20% of the work)​

  • What Transfers: 3D Meshes (.fbx, .obj), Textures (.tga, .png), and Audio files.
  • The Work: These can be bulk-imported into Unreal relatively quickly. However, you will still need to manually re-apply textures and configure collision meshes for thousands of objects.

2. The Hard Part: Code & Logic (60% of the work)​

  • What Transfers: Nothing.
  • The Work: Even though both engines use C++, the "dialect" is completely different.
    • CryEngine: Uses specific entity component systems and Lua/Flowgraph.1


    • Unreal: Uses the AActor framework, heavily relies on Blueprints, and has its own C++ macros/garbage collection.
    • Result: Programmers cannot copy code; they have to read the old code, understand what it did, and rewrite it entirely in Unreal syntax.

3. The "Invisible" Systems (20% of the work)​

  • Physics: CryEngine uses its own physics engine (or PhysX in newer versions); Unreal uses Chaos (in UE5) or PhysX (older UE4). Vehicles and ragdolls will feel completely different and require months of tuning to "feel" the same.
  • AI: CryEngine’s AI system is distinct. Unreal uses Behavior Trees and the EQS (Environment Query System). All enemy behavior must be rebuilt from the ground up.
  • Shaders: None of your materials transfer. Every water surface, glass window, and skin shader must be recreated using Unreal's Material Editor.

Estimates by Studio Size​

  • Indie Studio (5-10 people):
    • Project: Single-player shooter.
    • Conversion Time: 4–8 months.
    • Advantage: Less legacy code to rewrite.
    • Risk: The studio might run out of money during the transition.2

  • AA Studio (30-80 people):
    • Project: Multiplayer action game.
    • Conversion Time: 12–18 months.
    • Advantage: Can split teams (one team porting assets, one team rewriting code).
    • Risk: "Feature creep." Teams often try to improve the game while switching, which bloats the timeline indefinitely.
  • AAA Studio (200+ people):
    • Project: Open World RPG.
    • Conversion Time: 2+ Years.
    • Reality: AAA studios rarely switch engines for a specific game mid-development. They usually finish the game on the old engine and switch for the sequel (e.g., CD Projekt Red moving from REDengine to Unreal 5 for the next Witcher).

Summary Recommendation​

If your game is more than 40% complete, switching engines is likely a bad business decision unless:
  1. You have hit a technical wall that CryEngine absolutely cannot solve (e.g., console porting issues).
  2. You cannot find/hire enough CryEngine developers to finish the game.
Next Step: If you are currently evaluating this risk, would you like a checklist of "Technical Dealbreakers" that would justify taking the hit to switch engines mid-project?
 
I asked Gemini (Google AI) "how long should it take a gaming studio to switch from cryengine to unreal engine?"

Converting a game from CryEngine to Unreal Engine is almost never a simple "conversion"—it is essentially a re-creation of the game using existing art assets.
Because the two engines function fundamentally differently at the core, you cannot "copy-paste" the game. A realistic timeline estimate depends heavily on how far along the project is.

The "Rule of Thumb" Estimate​

A common industry calculation for engine switching mid-project is:
Time Already Spent × 0.5 to 1.0 = Added Delay
  • Example: If you have spent 18 months building a game in CryEngine, expect the switch to Unreal to delay your launch by 9 to 18 months.

Breakdown by Development Phase​

Project PhaseEstimated DelayFeasibility
Pre-Production (Concept/Prototyping)2–4 MonthsHigh. This is the best time to switch. You lose prototype logic but keep the design documents and art concepts.
Mid-Production (Vertical Slice Complete)6–12 MonthsMedium Risk. You will keep your 3D models and textures, but you must rebuild all gameplay code, AI, and level design from scratch.
Late Production (Content Complete)1–2+ YearsCritical Risk. Generally considered "suicide" for a project. It is usually cheaper to hire CryEngine experts to fix your current bugs than to switch engines.

Where the Time Goes (The "Conversion" Reality)​

To understand why it takes so long, you have to look at what transfers and what doesn't.

1. The Easy Part: Art Assets (10-20% of the work)​

  • What Transfers: 3D Meshes (.fbx, .obj), Textures (.tga, .png), and Audio files.
  • The Work: These can be bulk-imported into Unreal relatively quickly. However, you will still need to manually re-apply textures and configure collision meshes for thousands of objects.

2. The Hard Part: Code & Logic (60% of the work)​

  • What Transfers: Nothing.
  • The Work:Even though both engines use C++, the "dialect" is completely different.
    • CryEngine: Uses specific entity component systems and Lua/Flowgraph.1


    • Unreal: Uses the AActor framework, heavily relies on Blueprints, and has its own C++ macros/garbage collection.
    • Result: Programmers cannot copy code; they have to read the old code, understand what it did, and rewrite it entirely in Unreal syntax.

3. The "Invisible" Systems (20% of the work)​

  • Physics: CryEngine uses its own physics engine (or PhysX in newer versions); Unreal uses Chaos (in UE5) or PhysX (older UE4). Vehicles and ragdolls will feel completely different and require months of tuning to "feel" the same.
  • AI: CryEngine’s AI system is distinct. Unreal uses Behavior Trees and the EQS (Environment Query System). All enemy behavior must be rebuilt from the ground up.
  • Shaders: None of your materials transfer. Every water surface, glass window, and skin shader must be recreated using Unreal's Material Editor.

Estimates by Studio Size​

  • Indie Studio (5-10 people):
    • Project: Single-player shooter.
    • Conversion Time: 4–8 months.
    • Advantage: Less legacy code to rewrite.
    • Risk: The studio might run out of money during the transition.2
  • AA Studio (30-80 people):
    • Project: Multiplayer action game.
    • Conversion Time: 12–18 months.
    • Advantage: Can split teams (one team porting assets, one team rewriting code).
    • Risk: "Feature creep." Teams often try to improve the game while switching, which bloats the timeline indefinitely.
  • AAA Studio (200+ people):
    • Project: Open World RPG.
    • Conversion Time: 2+ Years.
    • Reality: AAA studios rarely switch engines for a specific game mid-development. They usually finish the game on the old engine and switch for the sequel (e.g., CD Projekt Red moving from REDengine to Unreal 5 for the next Witcher).

Summary Recommendation​

If your game is more than 40% complete, switching engines is likely a bad business decision unless:
  1. You have hit a technical wall that CryEngine absolutely cannot solve (e.g., console porting issues).
  2. You cannot find/hire enough CryEngine developers to finish the game.
Next Step: If you are currently evaluating this risk, would you like a checklist of "Technical Dealbreakers" that would justify taking the hit to switch engines mid-project?
Almost identical to ChatGPT
 
Common guys, be fair, even big player Rockstar needs much more time with GTA6 than they wanted. ;)
 
We get it soon what's the hury anyway just give it when it's ready. I want to enjoy my Entropia don't care graphics, I run on low settings 1600x900, if I turn resolution all the way down to it look like a 2d game almost, and I like it because too much big graphics I think destroy prefrontal cortex
 
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