Pie in the Sky is a 2.5D and 3D first-person shooter engine developed Pie in the Sky Software and primarily used in the mid to late 1990s. It was also known as Power 3D and the 3D Game Creation or 3D Game Creation System engine. The engine was used in two games by the company as well as many other independent games and amateur projects after it was turned into a commercial game creator, largely because it minimized the amount of programming needed to make 3D games.
History The company, formed principally by programmer Kevin Stokes, first dabbled in 3D computer graphics by creating a modestly popular terminate-and-stay-resident 3D screen saver called InnerMission in 1987. When the market for 3D applications started to grow more popular, they developed a 3D flight simulator called Corncob 3D in 1992. The game was inspired by a similar flight simulator for the Apple II, but implemented a more advanced physics model and the possibility to jump off the plane and explore the environment on foot. Corncob 3D was first released as shareware and then later commercially as Corncob Deluxe by MVP Software. In late 1992, after seeing Wolfenstein 3D and having gained experience with Corncob 3D, Stokes decided to write a brand new 3D engine in C and then used it for the first-person shooter Lethal Tender in 1993. Based on that, they were hired by a German group to create a German-language first-person shooter.
Pie in the Sky released Terminal Terror, the sequel to Lethal Tender, in 1994. The development of this game, to be published by Expert Software, had taken precedence over the German development and thus strained the relationship. The game was relatively successful, but the company sensed they were unable to keep up and stay ahead of other first-person shooter developers. In the summer of 1994 during the Shareware Industry Conference in Indianapolis, Indiana, Kevin Stokes met a young indie developer named John Nagle, and they discussed the possibility of using Kevin's engine to create a game development system for non-programmers. Shortly thereafter, work began on the project, with John working on the game editor remotely from his home in West Virginia, and dropping builds via dial-up BBS to Kevin's home in New York. The partnership was equal between Stokes and Nagle, with a small percentage to David Johndrow, who licensed use of his MVP Paint product to be included in the package. They launched the 3D Game Creation System during Christmas of 1994, marketing themselves to non-technical consumers who wanted to make their own 3D games. It is first used by games such as Red Babe by The DaRK CaVErN Productions and La Cosa Nostra by Slade 3D Software.
In 1995 it was used in the Despair series, Terror in Christmas Town, Deer Napped, and Castaway: The Ordeal Begins as well as the official example games Meltdown and Industrial Killers. Meanwhile, the various bugs in the program were worked out and upgrades and patches were released, partly because of the rushed development of the system in the first place. The contract with the German group changed, and instead the new game creation system was re-released in German as well as English.
The engine was ported to Windows and Direct X in 1998, as well as updating it beyond Wolfenstein 3D-like standards. With the decline of MS-DOS, the company decided to port to Windows and adopt 3D API technology using the Renderware library. This was first attempted in a racing game called Baja Bash, but emphasis was switched to converting the old game creation engine because of market demands, time constraints, and some criticism of the later game - despite its attempted physics advances. Because of licensing restrictions however, they eventually opted to use Direct3D.
In this updated form that it was used in the game Pencil Whipped, designed for the 2000 Independent Games Festival. Chub Gam 3D, an earlier freeware game, was reissued in director's cut form in 1998. In 2001 the third version of the engine was released, featuring true-3D polygonal enemies and weapons, 3D terrain, super lighting effects, and other improvements.
The engine ceased being sold in May 2003. The book 3D Game Creation by Luke Ahearn for Cyberrookies has a section which examines making games using the Pie in the Sky development tools,3D Game Creation (Cyberrookies) - Amazon.com and the system, alongside GameMaker: Studio, Construct, The Games Factory and FPS Creator, was used in the "Problem Solving through Game Creation" course put out by the College of Engineering and Applied Science.
In 2010, the company was restarted, and has created a physics engine demo and a dice simulation for the Android operating system, tested on the Motorola Droid.Pie 3D Physics Demo v1.0 - AndroLib.com The choice of a physics engine is likely inspired by the popularity of the Corncob 3D physics. The company's new website notes "the focus will be more about making fun stuff that being a money-producing business." The rebirth of the company came from a feeling that small companies can make a better headway in the mobile market than on the PC market, based on their struggling experience trying to keep the Pie in the Sky tools current to big-name standards in the 1990s.
Games
Internal Usage Pie in the Sky Software made several games on the engine and its predecessors, first its own shareware products and later examples for the Game Creation System,
Corncob 3D The Pie in the Sky engine's popular predecessor game. Instead of being a first-person shooter like the later games based on Pie in the Sky, it is a flight simulator game. The game takes place in a world where Hitler died in childhood and World War II never happened. In its stead, aliens have invaded the Earth. The player must take control of a F4U Corsair, the only World War II plane that made it into this alternate history, and defeat the alien invaders. The game takes place in a variety of different locations and was noted for its original gameplay and presentation.Corncob 3D - Home of the Underdogs It is also known for being one of the few shareware flight simulators. The game was later released as freeware along with the source code.Corncob 3D and the Corncob Other Worlds Campaign on tidegear.dev (2026-10-03)
Computer Gaming Worlds reviewer, a United States Army Aviation Branch pilot, stated that "Corncob 3D delivers one of the best attempts at a VR-like 'living environment' in a flight sim so far". He praised the "total, virtual, freedom" in the game world, the smooth animation, compatibility with lower-end computers, and "believable" flight models, while criticizing the lack of terrain features, air-to-air combat, and limited control options. The reviewer concluded that Corncob 3D "offers some new ideas that will certainly be seen in future games", with a high "price/challenge/fun" ratio.
Lethal Tender The first game to use the actual Pie In The Sky 3D engine, released in 1993. Secret agent Nick Hunter must thwart the evil Thorne Devereaux, who is planting bombs in U.S. currency. The game sported various singular features such as the possibility to take the uniforms of dead enemies for protection. It was more advanced than most of its peers, allowing for non-perpendicular walls (like in Doom), jumping, and a rudimental simulation of different types of injuries based on the part of the body being hit. The game is described by Home of the Underdogs as "a fun, albeit amateurish, first-person shooter."Lethal Tender - Home of the Underdogs The game set out the style followed closely by most other Pie in the Sky engine games, particularly noting its inventory system, though even its graphics were mostly reused by later games as well. The game, also known as Legal Tender, was published by Expert Software and later re-released by Froggman.
Terminal Terror Pie in the Sky Software's sequel to Lethal Tender, released in 1994. The game featured an expanded array of features including early examples of the stealth gameplay of later games like Thief: The Dark Project, objective-based missions, and improved texture mapping.Terminal Terror - Home of the Underdogs The player is again Nick Hunter, with a mission to take back into custody the international terrorist Bruno Riggs, who has fortified himself and his men in a captured airport terminal, together with several hostages, including Hunter's fiance. Abandonia compared it to System Shock in that it was way ahead of its time, referencing its new features such as friendly non-playable characters and damage varying based on where hit.Terminal Terror - Abandonia The game was published by Expert Software.
Industrial Killers An example game made in 1995 to demonstrate the original DOS version. It takes the form of a short game featuring giant killer bugs. In particular it shows off the engine's outdoors capability within its large first level. Included were various notes and promotionals for the Game Creation System.Industrial Killers - Arcades3D
Meltdown Another short demonstration for the engine made in March 1995 by Terry F. Hamel, an additional level designer for Blood by Monolith Productions and a Doom custom mapper. The player had to escape from a military compound by bypassing an energy barrier to pick up an elevator key.Meltdown - Internet Archive A separate game by this title was also created by Robert Cureton using the GCS.
Santa's Rescue 3D A Christmas-themed example featuring an alternative sprite set to match the theme, as well as non-violent play. This formed the basis of both Deer Napped and Terror in Christmas Town.
Max Resistance Max Resistance was an example game from the company website that was released in 2001 to promote the final version of the Game Creation System, to showcase both its gameplay and graphical abilities - particularly 3D terrain and models. It was also made quickly and cheaply, to show the relative quality that could be easily attained with the tool. The story involves a man named Max taking up arms against an alien invasion.Max Resistance - Marketers Pantry
Cyberpuck Although not created by Pie in the Sky Software, the early release date of this game and its extensive modification from the base engine indicate that this game was produced through license from Pie and not through the GCS. This is most shown by its genre: rather than being a first-person shooter, it is a first-person racing sports game - a remake of the older BallBlaster game for the Apple II.3D Cyberpuck It was developed by Dungeon Entertainment/Webfoot Technologie and published by Homebrew Software/Ticsoft and released in 1992. It is also known as 3D Cyber Puck, 3D Cyber Blaster and 3D Ball Blaster. It is described as a mixture between soccer and hockey, with a wide variety of objects and power-ups available for use, played between two hovercraft in a time when such sports have replaced violence.
Game Creation System for MS-DOS
Red Babe Red Babe was one of the first games to use the Pie in the Sky engine that was not made by the engine creators themselves, being made by The DaRK CaVErN Productions. The game features the player's quest to save the beautiful Sharla, the titular "Red Babe" Because of her penchant for a red dress. Future versions were to become a "30+ level intricate 3D game, and an Adult fantasy type with nudity".
La Cosa Nostra