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Scorching Engines

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Scorching Engines screenshot 1
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Scorching Engines

Thor Whitemountain · Published by Thor Whitemountain

Last updated 27 Sept 2026

Scorching Engines is an open-world survival FPS, inspired by Mad Max, and Mortal Engines. Set in a frozen post-apocalyptic world you drive a giant experimental vehicle harvesting resources to keep it fueled and protect it. Explore ruined cities or attack raider camps to find useful resources.

Free to PlayComing SoonDJCTQ 14

Free

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Action, Adventure, Indie · More free games

In Scorching Engines, navigate the harsh post-apocalyptic landscape, harvesting resources and defending your giant vehicle from relentless threats. Explore desolate cities and engage in thrilling combat inspired by Mad Max and Mortal Engines.

About this game

After an asteroid plunges Earth into a permanent winter the survival of Humanity's Colony depends on the transportation of a powerful heatcore. 

Drive a giant experimental vehicle across the frozen wasteland while being protected from the cold by the powerful heatcore inside the vehicle. Gather resources, fight off raiders, and reclaim the vehicle parts the raiders stole. 


Exploring the world you need to harvest resources to keep the engine running, craft ammunition for your guns, and find upgrades for the vehicle.

In this hostile world you will need to protect both yourself and the vehicle against storms, the cold, and raiders that want the heatcore and vehicle for themselves.
Defend it by using turrets onboard your vehicle, guns, or by avoiding the raiders altogether

System Requirements

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Minimum

Minimum:
  • Processor: QuadCore - i5 8300H or similar
  • Memory: 4 GB RAM
  • Graphics: GTX 1050 2GB or similar
  • DirectX: Version 11
  • Storage: 500 MB available space
  • Sound Card: Yes
  • VR Support: No

Recommended

Recommended:
  • Memory: 8 GB RAM
  • Storage: 500 MB available space
  • Sound Card: Yes
  • VR Support: No

Supported Languages

English

Latest news

  • Patch NotesOfficial

    June update - Terrain overhaul

    Following with the theme from the December update, travelling in the world requires an interesting world to explore. And with floating origin making that possible we needed a new look for the world to make it less repetitive. Therefore there's been a full rewrite of terrain systems leading to a much larger render distance together with much faster terrain generation. Much larger render distance being multiple kilometers of terrain being visible, and the terrain generation has been made multiple times faster so there should be much fewer stutters from terrain generation as well a the stutters not being as severe. The previous chunk render distance has been replaced with a combined terrain quality settings, which affects the detail level of the terrain and the render distance. Just having a longer render distance isn't enough, so now there's also biomes in Scorching Engines, albeit all of them being icy biomes. These biomes affect the terrain shape and at the moment there are Flatland, Hills, and Mountains with more coming later. These biomes will be affecting what POIs and resources spawn as well as requiring more involved driving of the vehicle, as there are more inaccessible terrain. Additionally the sky and lighting system has been fully replaced, giving us much better looking clouds and day/night cycles. With the clouds being more performant as well.
    Read full article on Community Announcements (Whitemountain Games)
  • Patch NotesOfficial

    December update - Floating Origin

    If you do calculation with large floating point numbers there is a limit to how many decimals of precision you can have. In games this slowly starts becoming an issue the further you travel from the world origin, (0,0), which is an issue if you have an infinite world such as Scorching Engines. Meshes break down, physics become unstable and some things stop working all together. Such as terrain deformation, clouds, and fog. One common method to fix this is to use a floating origin, a solution that shifts the entire world towards the origin (0,0) so that stuff near the player doesn't use large floating point numbers, and therefore don't start showing errors. Example: And the clouds breaking at around 10km from spawn: This update brings:Floating Origin-- After travelling for a bit the entire world shifts back towards spawn so that no floating point errors accumulate, leading to mesh errors and physics being weird.Local Navmesh-- The terrain navmesh now only generates closeby to the player, leading to noticeably faster terrain generation and a bit less memory usage.Improvements to audio and inventories-- Now audio for tree felling-- Vehicle engine and furnace audio has been replaced, and engine audio reacts to vehicle speed changes-- Flickering items in inventories when moving items, and opening/closing inventories have been resolved-- Crafting bench UI has been improved, to better show whats currently happening.The destroyed cars in cities have have had their placeholder blockouts replaced with actual car models.As well as other bug fixes, and balancing changes
    Read full article on Community Announcements (Whitemountain Games)
  • Patch NotesOfficial

    November update - Colony V1

    After ~ 3 years and 2 months there's an actual ending to the game, with Humanity's Colony. You have to travel around to different bandit camps to reclaim the stolen vehicle parts in order to make it fully operational and be able to find the colony.Afterwards you have to connect the vehicle and heatcore to the steamvent in the colony in order to supercharge it and stave off the cold. New:The colony-- Large POI spawning after you have collected all vehicle parts and built them-- Ending to the game Building system for on- and off- vehicle buildingObstacle avoidance for enemy carsImproved terrain deformationImproved visualsReplaced previous spawning methods for cities, bandit camps, and resourcesAs well as many bug fixes, performance improvements and balancing changes
    Read full article on Community Announcements (Whitemountain Games)
  • Patch NotesOfficial

    November update - Bandit camps V1

    Fixed Bugs: Fixed memory leak in resource generation. Fixed memory leak in terrain deformation. Fixed memory leak in bandit camp spawning. City spawning bug leading to reduced performance. New: - New terrain deformation system for research facility. Leading to better visuals and better performance. - Bandit Camps have gotten a visual overhaul. And gameplay overhaul - Randomly spawned walls around bandit camps. Either palisades or Czech Hedgehogs - More detailed buildings for camps. - Randomly spawned loot and clutter inside bandit camps. Weapons, resources and vehicle upgrades. - Raider AI improved, and movement system replaced with physically based controller. - Raiders can now board the vehicle, albeit infrequently and still buggy. - Raiders now correctly follow physics and cannot walk through walls and other objects, and can't walk up cliffs. - Raiders in camps will patrol the camp they spawned in, while raiders from vehicle will randomly walk around. Known bugs: - Enemy colliders sometime get a bit lost - Enemies get left behind when The Vehicle drives off while they are on it. - Options menu in main menu doesn't work right. - Options menu sometimes break after restarting game. - Player controller freezes a bit during startup - Footstep audio doesn't match walked on objects - No player sliding audio - Enemies are sometimes blind, and don't seem to detect the player - Bandit camps sometimes don't correctly deform terrain. Other: - Game freezing on startup has been reduced a bit - Minor performance improvements to various parts, but performance might still be degraded from previous versions due to increased amount of props and objects.
    Read full article on Community Announcements (Whitemountain Games)
  • Patch NotesOfficial

    October Update - Bandit Camps - MVP 1

    Fixed Bugs: - Enemies got dropped off while enemy cars were chasing the player. Now it's only if the cars start circling the vehicle or player - Turrets couldn't be built - Couldn't leave Vehicle steering mode with ESC, when you weren't looking at an object closer than 5 meters - Game crashed if humanoid enemies spawned outside of a navmesh New: - Enemy cars will chase player as well - Health regen for the player, once out of combat for sufficiently long - Sliding - Enemy Humanoids will reload their guns once they empty the magazine - Enemy Humanoids will target player built turrets - Player built turrets need to fueled with ammo - Player built turrets target Enemy Humanoids as well now - New turret ammo resource, can be crafted at the crafting bench - When harvesting resources with no room inventory it will drop items on the ground - Bandit Camps - MVP 1 -- Bandit Camps deform the terrain when spawned -- Resources spawn on Bandit Camps instead of terrain even when deformed. -- Terrain Navmeshes get regenerated to include Bandit Camps. - Enemy Humanoids now have a variable accuracy - Enemy Humanoids have a reaction time before shooting the player. But will remember where they last saw the player for a faster reaction time if the player re-peeks. Additionally they will go to the the last seen position of the player if the player doesn't reappear again Known bugs: - Enemies get left behind when The Vehicle drives off while they are on it. - Footstep audio can be triggered too frequently on The Vehicle, causing other audio to be muted. - Options menu in main menu doesn't work right. - Options menu sometimes break after restarting game. - Player controller freezes a bit during startup Other: - Game freezing on startup has been reduced a bit - Smaller game build - Vehicle requires power to rotate now - Vehicle rotates faster at lower speeds - Performance and memory changes
    Read full article on Community Announcements (Whitemountain Games)

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