If you want to leave Unity and keep writing C#, the realistic alternatives are Godot with .NET, Stride, Flax Engine and Evergine, which are engines with editors; MonoGame, a framework where you build the engine yourself; and onegame, an engine with no editor at all. Godot and Stride are MIT licensed. Flax is free with a 4% royalty above a revenue threshold, and Evergine is free under its EULA and aimed at industrial applications. onegame is MIT or Apache-2.0 and treats the whole game as code, with multiplayer sync and automated tests built in. The right one depends on how much of Unity’s editor workflow you want to keep.
Every fact about another engine below comes from its own website or documentation, linked in place and read on October 26, 2026. Prices and terms change, so check the current page before you decide.
Where Unity stands on pricing
If the Runtime Fee is why you started looking, the facts have changed. On September 12, 2024, Unity announced it was canceling the Runtime Fee for games customers, “effective immediately”, and reverting to seat-based subscriptions (Unity blog). Unity’s pricing page, read on October 26, 2026, lists Unity Personal as free, with eligibility tied to revenue or funding under $200K in the last 12 months, and Unity Pro “from $2,310.00 /yr” and required above that. Unity Enterprise is required above $25M in annual revenue (Unity pricing, Unity Personal FAQ). Building for consoles needs Unity Pro or a platform holder’s license key, per the same FAQ.
If your reason is the workflow instead (scenes and prefabs edited in a GUI, state in serialized components, tests and builds that go through the editor), the alternatives differ far more than their prices do.
Unity alternatives that keep C#
| Engine, as read | License and cost | Editor | Role of C# | Targets, as published |
|---|---|---|---|---|
| Godot (stable docs) | MIT, free (FAQ) | Yes | One of its scripting languages, on modern .NET | C#: desktop; Android and iOS experimental; no web export in Godot 4 |
| Stride 4.4 | MIT, free | Game Studio, natively on Windows only | The engine’s language: C# 14 on .NET 10 | Windows, Linux, macOS, Android, iOS (platforms) |
| Flax Engine | Free to use; 4% royalty on earnings above $250,000 per calendar quarter (licensing) | Yes | C# alongside C++ and visual scripting | Not covered here |
| Evergine | “free to use under the circumstances described in the EULA” (FAQ) | Not covered here | A component-based industrial engine developed on .NET | Not covered here |
| MonoGame 3.8.6 | Ms-PL, free | None | The framework’s language | Windows, macOS, Linux, Android, iOS; consoles for authorized developers |
| onegame 1.2.0 | MIT OR Apache-2.0, free | None, by design | Everything: game, assets as text, tests | Windows, Linux (Steam Deck), macOS from NuGet; web, Android and iOS need an engine checkout at 1.2.0 |
“Not covered here” means this article didn’t verify it from the engine’s own pages. It is not a statement that the feature is missing.
Godot .NET
Godot is the closest of these to Unity in shape: an editor, scenes made of nodes, and an asset import pipeline. Its C# support uses the modern .NET runtime, and the docs say Godot 4.5 needs .NET 8 or later, with .NET 9 or later for Android exports. The limits to read first: “Projects written in C# using Godot 4 currently cannot be exported to the web platform”, and C# on Android and iOS “is available as of Godot 4.2, but is experimental” (Godot C# basics). If you ship to the browser, that decides it.
Stride game engine
Stride is a C#-native 2D and 3D engine with physics, particles, navigation meshes, VR support and a set of editors (features). Version 4.4, announced October 9, 2026, rewrote its Vulkan and Direct3D 12 support and added a CLI tool and Native AOT. Its editor runs natively only on Windows, but its platform page lists building without the editor and code-only development on Windows, Linux and macOS.
Flax Engine
Flax offers C++, C# and visual scripting with an extensible editor (flaxengine.com). It is the one engine here with a revenue share: free to use, with a 4% royalty on earnings exceeding $250,000 per calendar quarter, under the Flax EULA (licensing).
Evergine
Evergine describes itself as “a powerful component-based industrial engine developed on .NET” and calls itself “the multiplatform graphics engine designed for industry” (evergine.com). It is free under its EULA. Look at it if your Unity project was an industrial 3D application rather than a game.
MonoGame
MonoGame is a framework, not an engine: “a ‘bring your own tools’ framework” that “does not include any pre-built editors” (MonoGame docs). Coming from Unity, you would be writing the scene structure, the tools and the editor workflow yourself. The MonoGame alternatives page compares it with FNA, KNI and raylib-cs.
onegame: a Unity alternative without an editor
onegame keeps C# and drops the editor. A game is C# plus text assets, built and driven by the onegame command. For someone who knows Unity, the main shifts are:
- A MonoBehaviour becomes an entity class. One
[Entity]class holds its[Synced]state, its[Command]methods, a fixed-tickOnTickand its[View]code. It isn’t an ECS: entities are classes, not components on a GameObject. - Networking is the default, not an add-on. Synced properties replicate from a server with per-connection visibility, commands go up, and client-side prediction with rollback is built in. Single player is the same code with no server.
- The simulation is deterministic and the build enforces it. Floats, clocks, threads and I/O in sim code are compile errors (deterministic simulation).
- Tests run without an editor. YAML scenarios, record and replay, screenshot tests and a C# test API run headless in CI (automated game testing).
- Inspection is from the terminal. A running Debug build can be queried and driven over MCP: state, the UI tree, clicks, captures.
What has no equivalent at 1.2.0: an editor (by design), a physics engine, an asset store, and web, Android and iOS exports from the NuGet packages, which need an engine checkout. Consoles aren’t covered in its docs. The onegame for Unity developers guide maps Unity’s concepts one by one and ports a spawner.
Try it
dotnet tool install -g RecursiveAI.OneGame.Cli --version 1.2.0 onegame new meadow cd meadow onegame run --headless --frames 60 --json onegame test onegame export --target linux
created /tmp/games/meadow cd /tmp/games/meadow onegame build onegame run --headless --frames 60 onegame test
{"ok":true,"game":"meadow","headless":true,"frames":60,"tick":60,"hash":"4cae793ac9d6b058","width":1280,"height":720}PASS ship-looks-right (467 ms, tick 40, hash 1d9032e311c8f909) PASS steer-ship (4 ms, tick 22, hash 356d3b991d053534) 2 passed, 0 failed
exported meadow 1.0.0 for linux-x64 (nativeaot): 6 files, 7622 KiB folder: /tmp/games/meadow/export/meadow-1.0.0-linux-x64 archive: /tmp/games/meadow/export/meadow-1.0.0-linux-x64.tar.gz (3689 KiB) warning glibc_too_new: Meadow needs glibc 2.38, newer than 2.31 in Steam's Linux runtime (and so on the Steam Deck). Build on an older system, or inside the Steam Linux Runtime SDK: see docs/exporting.md.
The game was created, run headless for 60 frames, tested and exported as a NativeAOT Linux build, all from NuGet. The glibc_too_new warning only matters for Steam’s Linux runtime (Steam and the Steam Deck).
How to choose
- You want Unity’s workflow with an MIT license: Godot, unless you need C# on the web; then check the Godot C# page first.
- You want an engine written in C# end to end: Stride, and expect the editor on Windows.
- You need C++ next to C# and accept a royalty above $250,000 a quarter: Flax.
- Your project is industrial visualization: Evergine.
- You want to own the engine: MonoGame.
- You want everything in code, with multiplayer and tests built in, and ship on desktop and Steam: onegame, if you can write your own movement and collision.
To try onegame, start with Getting started.