Unvanquished is a free, open-source first-person strategy game shooter, pitting technologically advanced human soldiers against hordes of highly adaptable aliens. Players can choose from either team, providing for an entirely different experience on both sides, as humans focus on long-range firepower while aliens rely instead on quick movement and stealth. The goal of each match is to destroy the enemy base, preventing members of the opposing team from spawning. Upgrades for both teams are earned by a combination of individual performance and team map control, unlocking access to more powerful weapons and equipment for the humans, and larger, more ferocious forms for the aliens.

Our project has been in development since the summer of 2011, with our very first alpha release being made on February 29th, 2012. Ever since, we have made monthly alpha releases, with each new release adding new content in the form of assets, maps, gameplay, or engine features. Our development team consists of a mix of skilled hobbyists and seasoned professionals from around the world, and we are always receptive to new team members, both from the community and beyond.

Unvanquished is a fork of Tremulous, powered by the Dæmon engine. The Dæmon engine that powers our game is ultimately based off Quake 3, along with features from ET:XreaL, as well as our own coding efforts. We are currently in the process of rewriting our engine into C++ for better long-term maintainability. Some of our features include:

    • A modern renderer targeting OpenGL 3 and later with compatibility mode for OpenGL 2.1;
    • Special effects, including bloom, rim lighting, motion blur, heat haze, and color grading;
    • Advanced texturing techniques, including multi-textured terrain blending, normal and relief mapping;
    • Support for glow, gloss, specular, and physical mapping;
    • Modern RmlUi user interface supporting HTML4+/CSS2+ standards;
    • NativeClient VM support for cross-system sandboxed game logic;
    • Native dll support for game logic debugging and research-friendly prototyping;
    • IQM and MD5 models with skeletal animation and procedural animation blending;
    • DDS and CRN GPU-optimized image formats using the Crunch tool and the crnlib library;
    • 2D minimaps and a real-time beacon system;
    • Navmesh-based bots utilizing behavior trees.

See the Engine page on our Wiki for more details!

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Project Leadership



  • Sergio “Yriszar” Alvarez
  • Gr!se
    Translation (French)
  • Translation (Italian)
  • Asvarox
    Translation (Polish)
  • Gilles “gillux” Bedel
    Translation (French)
  • 3D Modeling
  • Concept Art
  • 3D Modeling
  • Sean Evans
    Concept Art
  • Adrián Chaves Fernández “Gallaecio”
    Translation (Galician)
  • FreeSlave
    Translation (Russian)
  • gnales
    Translation (French)
  • Gorn
    Translation (French)
  • Sewer Hrehorowicz
    Concept Art
  • 3D Modeling
  • Ivancool
    Translation (Spanish)
  • Kenan “KenanJ” Johnson
    Concept Art
  • Asa “Norfenstein” Kravets
    Game Design
  • Josh “Jm82792” Martin
  • no one’s cat
    Translation (German)
  • Redsky
    2D Artwork
  • Joseph “jdreyna“ Reyna
  • Peter Sharp
    3D Modeling
  • 3D Modeling

Prior Members

    • kharnov
      Writing, Recruitment, Management,
      Former project head
    • Nick “velociostrich” DeCicco
      Art Direction,
      Former project head


Thanks to…

A free, open-source first-person strategy shooter, pitting technologically advanced human soldiers against hordes of highly adaptable aliens