TEGE
The Enjin Game Engine
Respects creators. Your time, your talent, your tools. No waiting, no sign-ins, no walled garden. A unifying game engine with unrealistic expectations.
What TEGE Is
TEGE is
- A complete game engine with editor, scripting, physics, and export
- Capable of shipping real games to Windows and HTML5 today
- Designed with accessibility built in - colorblind modes, screen reader, switch access
- Free to download and use during the preview period
TEGE is not
- A Unity or Unreal replacement - TEGE targets specific creative niches
- Production-stable yet - this is an alpha preview with known rough edges
- A team project - TEGE is built by a single developer (bus factor: 1)
- Mobile or console ready - focus is PC and web for now
- A finished product - expect breaking changes between releases
License: TEGE is released under the Business Source License 1.1, which converts to Apache 2.0 after 4 years. Free to use for making and selling games.
Screenshots
Features
Drag & Drop Pipeline
Import assets by dropping them into the editor. Meshes, textures, splines, bones, animations - drag in, wire up, done. No manual conversion steps or import dialogs.
Plug & Play Input
Design your control scheme, bind it, ship it. Keyboard, mouse, gamepad - input just works. Remappable by default so players can change bindings without you writing extra code.
PC & Web First
Windows and HTML5 are first-class build targets today. Ship desktop games or publish straight to the browser. Mac, Linux, Android, and iOS are on the roadmap.
Rendering for Creatives
PBR, ray tracing, retro PSX effects, CRT filters, cel shading - pick an aesthetic direction and the renderer meets you there. Built for visual intent, not technical gatekeeping.
Weather, Time & Seasons
Unified system for time of day, weather, seasons, and calendar. One clock drives lighting, fog, rain, snow, wind, and vegetation changes. Set up a living world, not a static skybox.
Use What You Need
Modular architecture. Use the full editor or pull individual subsystems into your own project - just the 2D renderer, just the physics, just the scripting host. No forced dependencies.
Performance First
Measured in ms/frame, not feelings. Stable frame times, fast iteration, GPU-driven rendering with occlusion culling and async compute. No surprises when you scale up.
Tiny Footprint
Small engine, small builds. The editor fits in a ZIP. Exported games ship lean. You're distributing your game, not a bloated runtime.
Getting Started
System Requirements
- Windows 10/11 (64-bit)
- GPU with Vulkan 1.3 support
- 4 GB RAM minimum
- ~200 MB disk space
Quick Start (10 minutes)
- Download the TEGE Preview from itch.io or GitHub Releases
- Extract the ZIP to any folder
- Run
EnjinEditor.exe - Pick a template from 44 starters
- Place an entity, add a component, press Play
Build from Source
git clone https://github.com/MartyChouette/TEGE.git
cd enjin
mkdir build && cd build
cmake ..
cmake --build . --config Release
Requires a C++20 compiler, Vulkan SDK, and CMake 3.20+.
For detailed documentation, component references, and scripting API, see the User Manual.
Ready to try it?
Free to use under the Business Source License 1.1.
Make and sell games with TEGE - no strings attached.
Preview · Windows x64 · ~150 MB