Unreal Engine is officially our main engine. Other engines may be used as well, but most likely for smaller projects. Currently, there are only days until the release of DYNAMICA 27, the first 3D installment in the franchise. Also, we have an incredibly big project in development in Unreal, which we cannot spoil whatsoever; just know it's incredibly big.
We feel like programming and logic are no longer a big problem, but our main problem continues to be art. Models and textures are the main issue, since after all they make up 70% of the art in a game.
A new problem arises: Unreal Engine 6. Blueprints will be deprecated with the release of UE6 and the engine will switch to a new programming language: Verse. It is currently used in UEFN, the Unreal Engine version used for creating minigames (?) in Fortnite, and it is Haskell-inspired. Despite the fact that the Verse developers aim to make the language easy to learn for beginners, the community claims it's hard to read and tough to learn. However, it is designed to handle complex multi-threaded game logic safely, attempting to prevent crashes and corruption. The first Unreal Engine 6 release ever will be Rocket League; they will switch the game to Unreal 6.
What will happen to us when the switch to Unreal 6 takes place? We'll see. Even after Unreal 5 was released, for a period we made several projects; some used UE4, some used UE5, so maybe that will be the case again. We'll have projects in UE5 and projects in UE6. The biggest concern we have regarding UE6, besides the new Verse programming language, is the stability of the engine. Noticeably, Unreal 5 runs pretty well on something weaker, but it tends to crash VERY frequently compared to a more powerful computer, where it still crashes but less frequently. Funny story, we recently had a level with about 3 full days of progress and NO backups. And then, we randomly chose to save it after doing something in it, and Unreal thought it was the best moment to crash while it was saving. This resulted in the level becoming corrupted, and we had NO manual backups. Thankfully, Unreal had made an autosave of the level 3 days ago that was hidden somewhere in the files and was obviously lacking 3 days' worth of progress. That corrupted level is now lost media. Anyways, with UE6 switched to Verse, we expect a STABLE engine; even if it has a million billion trillion different systems, IT'S SUPPOSED TO BE STABLE, NO CRASHING.
As Cotangent Games AND formerly as Futuresoft, we have NEVER released a paid product, but that day will come soon, and the day we publish a game on Steam will also come. For now, what we are working on will still stick on Itch, GameJolt, and possibly IndieDB.