Are there video games that are completely- and solely made with Blender software?
Executive summary
Blender can and has been used to make complete, playable games, often via the old Blender Game Engine (BGE) or its fork UPBGE and by exporting assets to other engines; community lists and storefronts show many titles described as “made with Blender” (examples on itch.io and Steam) [1] [2] [3]. Official Blender Institute/Studio is explicitly moving into game production in 2025 to build pipelines between Blender and engines such as Godot, signaling Blender’s role as an end‑to‑end asset and prototype tool rather than a dominant, standalone commercial engine [4] [5].
1. What “made with Blender” usually means in practice
When creators say a game was “made with Blender,” sources show that typically Blender was used for the full 3D art pipeline—modeling, rigging, animation, rendering and sometimes prototyping—but not always as the final runtime engine; many indie projects list Blender as the primary content‑creation tool while shipping on platforms via export or other engines [1] [6] [7]. Itch.io and other indie marketplaces tag numerous entries as “made with Blender,” which signals community recognition of Blender as the central creative tool even when additional software or engines handled interactivity or distribution [1] [2].
2. The historical exception: Blender Game Engine and UPBGE
Blender did once include a built‑in game engine (BGE) that allowed wholly self‑contained interactive projects; that engine existed from 2000 until its removal in Blender 2.8 [8]. After removal, an unofficial fork—UPBGE—continued maintaining and modernizing that runtime so projects could remain entirely inside the Blender ecosystem, meaning fully‑Blender games have been and can be produced via UPBGE [8] [6].
3. Contemporary practice: asset creation + separate engine workflow
Current development trends documented by Blender Studio and coverage of 2025 projects show a pragmatic pipeline: Blender is used as the authoring tool, then assets are passed to established real‑time engines (for example Godot) for gameplay, distribution and platform support. Blender Studio’s 2025 “DogWalk” project explicitly targets building a smooth pipeline between Blender and Godot to streamline asset and level creation rather than relying only on Blender’s old embedded engine [4] [5].
4. Evidence of whole games made in Blender or marketed that way
Community pages and curated lists present multiple examples described as entirely Blender‑made. Itch.io hosts “games made with Blender” sections and free game collections labeled the same; some fan pages and lists highlight titles produced with the BGE/UPBGE or claimed to be “entirely in Blender” [1] [2] [9]. However, these listings mix genuinely self‑contained UPBGE projects with projects that used Blender for art and another engine for runtime, so the label on storefronts is not a definitive technical statement [1] [9].
5. Two competing viewpoints in the sources
One view treats Blender as a one‑stop shop that historically supported entire interactive games through BGE and still can via UPBGE, supporting small or experimental titles inside Blender itself [8] [6]. The opposing, contemporary view documented by Blender Studio and industry reporting frames Blender primarily as a world‑class asset creator that integrates with external engines (notably Godot) for modern game production and distribution, reflecting the removal of BGE from core Blender in 2019 [4] [5] [8].
6. What’s not in the sources / limitations
Available sources do not provide a definitive catalogue of commercially successful, exclusively‑Blender (i.e., no external engine or runtime) games. They also do not state precise counts of games that are strictly made-and-run entirely within Blender/UPBGE versus those that only used Blender for assets (not found in current reporting). The community listings and Blender Studio’s pipeline work imply both models exist, but the prevalence and commercial scale of fully‑Blender games are not documented here [1] [5].
7. Practical takeaway for developers and players
If your goal is a self‑contained experimental or indie game entirely inside the Blender environment, UPBGE preserves that option thanks to the BGE lineage [8] [6]. If your aim is cross‑platform distribution, rich engine features or larger commercial reach, current Blender Studio practice and community advice point to using Blender for assets and Godot/other engines for runtime—Blender’s role is essential but usually not solitary in modern workflows [4] [5] [1].