Skip to content


Switch branches/tags

Name already in use

A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?


Failed to load latest commit information.


Dæmon is the standalone engine that powers the multiplayer first person shooter Unvanquished.

GitHub tag


Windows OSX Linux
AppVeyor branch Travis branch Travis branch

ℹ️ We provide ready-to-use downloads for the Unvanquished game on the Unvanquished download page, builds of the Dæmon engine are included.

ℹ️ The repository of the source code for the game logic of Unvanquished can be found there.

Workspace requirements

To fetch and build Dæmon, you'll need: git, cmake, and a C++11 compiler.

The following are actively supported: gcc ≥ 4.8, clang ≥ 3.5, Visual Studio/MSVC (at least Visual Studio 2019).


Required: zlib, libgmp, libnettle, libcurl, SDL2, GLEW, libpng, libjpeg ≥ 8, libwebp ≥ 0.2.0, Freetype, OpenAL, libogg, libvorbis, libopus, libopusfile.

Optional: ncurses.


Also required: base-devel.

64-bit: mingw-w64-x86_64-{toolchain,cmake},
or 32-bit: mingw-w64-i686-{toolchain,cmake}.

MSYS2 is an easy way to get MingW compiler and build dependencies, the standalone MingW on Windows also works.

Downloading the sources for the game engine

Daemon requires several sub-repositories to be fetched before compilation. If you have not yet cloned this repository:

git clone --recurse-submodules

If you have already cloned:

cd Daemon/
git submodule update --init --recursive

ℹ️ If cmake complains about missing files in libs/crunch/ folder or similar issue then you have skipped this step.

Build Instructions

💡️ Instead of -j4 you can use -jN where N is your number of CPU cores to distribute compilation on them. Linux systems usually provide a handy nproc tool that tells the number of CPU core so you can just do -j$(nproc) to use all available cores.

Enter the directory before anything else:

cd Daemon/

Visual Studio

  1. Run CMake.
  2. Choose your compiler.
  3. Open Daemon.sln and compile.

Linux, macOS, MSYS2

Produced files will be stored in a new directory named build.

cmake -H. -Bbuild
cmake --build build -- -j4

Linux cross-compile to Windows

💡️ For a 32-bit build use the cross-toolchain-mingw32.cmake toolchain file instead.

cmake -H. -Bbuild -DCMAKE_TOOLCHAIN_FILE=cmake/cross-toolchain-mingw64.cmake
cmake --build build -- -j4

Running a game

ℹ️ On Windows you'll have to use daemon.exe and daemonded.exe instead of ./daemon and ./daemonded, everything else will be the same.

To run a game you would need a pkg/ folder full of .dpk files provided by the Dæmon-based game you want to run. This pkg/ folder has to be stored next to the daemon binary.

You then run the game this way:


If you want to run a dedicated server, you may want to use the non-graphical daemonded server binary and start a map this way:

./daemonded +map <mapname>

Map names and other options may be specific to the game.