Versions Compared


  • This line was added.
  • This line was removed.
  • Formatting was changed.

Via The Launcher

Creating Projects

To create a new project for a specific version of CRYENGINE via the Launcher, at least one project utilizing the desired Engine version must exist.

The steps for creating new projects via the Launcher then are the same as those for Installing CRYENGINE.

Importing Projects

Previously created projects are imported via the Launcher by clicking Import from the main window.

This opens the Browse For Folder file dialog to locate and retrieve the created project file from its location on disk; imported projects are also listed within the main window.

Browse For Folder


Importing projects that were created using Launcher versions prior to V.1.6.6 (available from 18th May 2017) may cause their names to be changed; an imported project might be automatically renamed to Blank Game Template, for instance.

This can be fixed by clicking the cog icon against the imported project's listing from the main window, and selecting the Edit Project option to change its name.

Via The Editor

From CRYENGINE release 5.6 onwards, new projects can be created within Sandbox by selecting the File → New → Project option from its main menu. This opens the Project Browser, pictured below, which allows projects to be created, added and imported to the Editor.


titleCRYENGINE 5.6 and later

Opening CRYENGINE via the Sandbox.exe file located in its installation directory also causes the Project Browser to appear. The Sandbox.exe file should be located under the bin\win_x64 folder of your Engine directory. 


Project Browser

By default, the Project Browser lists all created projects that are compatible with the current version of CRYENGINE; projects can be imported as required.


Toggle between the  and  icons at the bottom right corner of the Project Browser to list projects in columns or as thumbnails, respectively.

Creating Projects

New Project

To create a new project via the Project Browser, navigate to the New Project tab at its top. Listed here is a set of available C++ and C# templates that can be used to create projects, while the save destinations and names of the new projects can be changed via the Location and Name fields respectively.

Click Create Project to complete the process.

Adding and Deleting Projects

To import an existing CRYENGINE 5.6 project via the Project Browser, switch to the Projects tab of the Projects Browser window and click the Add Existing button at the bottom left of this window.

Doing so opens the file explorer. Locate the desired project's .cryproject file on disk and click Open to launch it within the Editor. The imported project will now be listed within the Project Browser every time the Editor is opened via Sandbox.exe.

Right-clicking a project's listing also provides the following options:



Show in File Explorer...

Locates the selected project's directory on disk.

Set as Startup Project

Specifies the default project file that must be opened by Sandbox.exe. Startup Projects are identified by the  icon in the Project Browser.


If a Startup Project has been specified, the Project Browser will not appear when opening Sandbox via Sandbox.exe.


Deletes the selected project from the Project Browser or permanently from disk.

Add Existing...

Opens the file explorer so that an existing project can be located and added to the Project Browser.


Right-click the header column in the Project Browser to enable the Startup ProjectName, Last Open Time and Path columns for the listed project files.

Upgrading Projects

Once imported, projects created for older versions of CRYENGINE can be upgraded to function with newer releases of CRYENGINE V via the Launcher.

The location of the project must first be determined on disk.

This can be done via the CRYENGINE Launcher by hovering over the desired project in the Launcher, clicking the cog icon, and selecting the Reveal in Explorer option from the menu.

Reveal in Explorer

This option opens the file explorer to locate the project's storage directory on disk. Navigate to the project's .cryengine file, identified by the light blue CRYENGINE icon as shown below, right-click it and select the Switch engine version option from the context menu.

This opens the Switch CRYENGINE version pop-up window, which contains a dropdown of available Engine versions; alternatively, clicking the  button allows users to locate and retrieve Engine builds that may have been downloaded/installed from CRYENGINE's GitHub repository.

Select the target Engine version and click OK to complete the process; close any remaining open windows, then go back to the Launcher to open the updated project.

Switch engine version

Switch CRYENGINE version dropdown

titleUpgrading Projects from CRYENGINE 5.2 to 5.3

Errors might arise due to differing interfaces of different Engine versions and need to be fixed manually. In the event of an unexpected error, press OK to review the output log. Please note however that,

  • Users inexperienced in handling game code may prefer to create a new CRYENGINE 5.3 project template via the Launcher, and copy the Assets folder of their CRYENGINE 5.2 project to the root directory of the new project.
  • If the CRYENGINE 5.2 project that is being updated was built using a Game Template, a new game.dll file must be generated by recompiling the project's solution after performing the update.
  • To recompile the solution, locate the project's .cryengine file on disk, right-click it, and select the Generate solution option from the context menu.

If switching to CRYENGINE 5.3 still fails, users may revert back to the previous CRYENGINE version by repeating the steps described on this page, and selecting the CRYENGINE 5.2 option from the Select CRYENGINE version dropdown.

On This Page

Table of Contents
excludeOn This Page