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What Does Game Development Involve for Indie Developers?

Indie game development is the process of taking a game from an initial idea to a released, playable product with a small team or solo — typically covering concept, prototyping, production, and release. It suits developers who can wear multiple hats (design, code, art, audio, marketing) or who can collaborate with others to fill gaps. The practical core is scoping a project small enough to finish, choosing tools that match your skills and target platforms, and iterating based on real feedback rather than assumptions.

The Core Stages of Indie Development

Most indie projects move through four overlapping stages. They are not strictly linear — you will loop back as you learn — but each has a distinct goal.

1. Concept

Define the core loop: what the player does repeatedly, why it is fun, and what makes it distinct. Keep this to a one-page description. The output is a clear pitch you can test against.

2. Prototyping

Build the smallest playable version of the core loop. Use placeholder art and minimal systems. The goal is to answer "is this fun?" before investing in production. If the prototype is not engaging, change the concept rather than polishing it.

3. Production

Turn the validated prototype into a full game: real art, audio, levels, UI, save systems, and content. This is usually the longest stage and where scope discipline matters most.

4. Release

Prepare builds for your target platforms, handle store pages, ratings, and any platform-specific requirements, then ship and support the game with patches.

Choosing an Engine or Framework

The engine decision should follow your skills and target platforms, not trends. A rough guide:

Situation Reasonable choice Why
New to gamedev, want visual tools A general-purpose engine with a scene editor Lets you build without deep engine internals
Strong programmer, want control A code-first framework or low-level library Fewer abstractions, more direct control
Targeting many platforms An engine with built-in export pipelines Reduces per-platform work
Very small 2D scope A lightweight 2D-focused engine or framework Less overhead than a full 3D engine

Match the tool to what you can actually finish with. A powerful engine you do not understand slows you down more than a simple one you do.

Essential Tools for a Small Team

Beyond the engine, indie developers typically rely on a small set of supporting tools:

  • Code editor / IDE — whatever you are productive in; the site's own keywords include editors like Neovim and Vim, which are common among developers who prefer keyboard-driven workflows.
  • Art tools — 2D raster or vector editors, or 3D modeling software depending on your style.
  • Audio tools — for sound effects and music, or sources for licensed assets.
  • Version control — essential even solo. It lets you experiment safely and recover from mistakes.
  • Project tracking — a simple task list or board to keep scope visible.

The exact products matter less than having one tool per job and sticking with it.

Scoping a First Project

The most common reason indie projects fail is scope, not skill. A finishable first project usually:

  • Has one core mechanic, not five.
  • Can be completed in a few months of part-time work.
  • Uses a visual style you can produce consistently.
  • Has a clear end state (a win condition, a final level, a credits screen).

Test scope by asking: can I describe the entire game in one sentence, and can I build a playable version of that sentence this month? If not, cut until you can.

Common Pitfalls

  • Feature creep — adding mechanics mid-production. Freeze the design after prototyping and log new ideas for a sequel.
  • Asset licensing — if you use third-party art, audio, or code, verify the license permits your intended use, including commercial release. CC0 assets are a common starting point, but always confirm the terms yourself.
  • Platform requirements — stores and consoles have technical and content rules. Check them before you are deep into production, not at submission.
  • No feedback loop — building in isolation until launch. Share early builds to catch problems while they are cheap to fix.

Communities, Feedback, and Distribution

Indie development is solo-friendly but not isolation-friendly. Useful entry points:

  • Developer communities and forums — for technical help and design critique.
  • Playtesting groups — for structured feedback on builds.
  • Distribution channels — storefronts and platforms where indie games are commonly published; each has its own submission and revenue terms you should read directly.

Start with one community and one distribution channel, learn their norms, and expand only when you have something to show.

A Practical Starting Path

  1. Write a one-page concept with a single core loop.
  2. Build a placeholder prototype and test whether it is fun.
  3. Pick an engine or framework that fits your skills and platforms.
  4. Set up version control and a simple task list.
  5. Freeze scope, produce the game, and playtest regularly.
  6. Prepare platform requirements early, then release and patch.

The through-line is finishing: a small, complete game teaches more than an ambitious unfinished one.

What Is Kenney and How Can Its Free Game Assets Help You Build a Game?

Kenney is a game asset and tool provider that offers thousands of completely free game assets, plus open source Starter Kits for learning game development. You can download individual free assets, buy an all-in-one package that bundles everything with free updates, or use Kenney's tools to create 3D models without deep knowledge of complex software or frameworks. It fits best if you need ready-made art and quick-start project templates for common game engines, and you want to spend your time on game logic rather than asset creation.

What Kenney actually provides

Kenney's site organizes its offering into a few clear categories:

  • Games – finished or experimental game projects.
  • Tools – software for creating assets, including 3D model creation aimed at people without complex software or framework knowledge.
  • Assets – the core offering: thousands of completely free game assets you can use in your projects.
  • Starter Kits – free and open source project templates covering various game genres, designed to help you kickstart your next game.

The site also mentions a Knowledge Base and Support section, which is where you'd look for troubleshooting and usage guidance.

Free assets vs. the all-in-one package

The most important distinction for a new user is between the free downloads and the paid bundle.

Option What you get Best for
Free assets Download assets individually at no cost Trying specific asset packs or filling a single gap in your project
All-in-1 package Everything at once, plus free updates Building multiple games or wanting a complete library without picking files one by one
Kenney Club Early access to new creations, goodies, and club channel entry, while supporting asset creation People who want new assets first and want to support ongoing creation

The site states plainly that there are "thousands of completely free game assets for you to use," and separately offers the all-in-one package for downloading everything at once with free updates. If you only need a handful of sprites or models, start with the free downloads. If you expect to work on several projects, the all-in-one route saves repeated searching and downloading.

Using a Starter Kit to begin a project

Learning game development can be a daunting task, which is the problem the Starter Kits are built to solve. They are free and open source, and they cover various game genres.

A practical workflow looks like this:

  1. Pick a genre close to your idea – the Starter Kits are organized by genre, so choose the one that matches the game you want to build.
  2. Download the kit – it's free and open source, so you can inspect and modify it.
  3. Open it in your engine – the assets are intended to work with most game engines, so you can bring the kit into the engine you already use.
  4. Replace or extend the assets – swap in other Kenney assets or your own art as your project grows.
  5. Verify – run the kit as-is first to confirm your engine and project setup work before changing anything.

The expected result is a running project skeleton in your chosen genre, so you spend your early time on mechanics and level design instead of building a project structure from scratch.

Compatibility and tools

Kenney states that its tools let you create 3D models without knowledge of complex software or frameworks, and that results "can be used in most game engines." That phrasing matters: the assets and tool output are positioned as engine-agnostic rather than tied to one platform. Before committing to a large asset set, confirm the file formats your engine accepts and test one asset end to end.

The tools are described as available "at a very affordable price," which indicates they are a paid product separate from the free assets. The site does not list specific prices in the material available here, so check the Tools page directly for current pricing.

Where to get help

If something doesn't work as expected, the site points to two resources:

  • Knowledge Base – for documented answers and guidance.
  • Support – for direct help.

There is also a newsletter you can subscribe to for updates on new assets and releases.

How to decide if Kenney fits your project

Choose Kenney's free assets if you need a broad, no-cost art library and want to prototype quickly across genres. Choose the all-in-one package if you'd rather download once and receive updates. Choose the Starter Kits if your main obstacle is not art but not knowing how to structure a game project. Look at the Tools if you specifically need to produce 3D models and want a simpler path than full 3D software. In every case, start with one small download or one Starter Kit, get it running in your engine, and expand from there.

How to Use Poly Haven CC0 Assets in Unity

Poly Haven provides free CC0 HDRIs, PBR textures, and 3D models that you can import into Unity without attribution or licensing fees. The workflow differs by asset type: HDRIs become skyboxes or reflection sources, textures need correct channel-to-shader mapping and color space settings, and models require scale and material reassignment after import. This guide covers each path from download to a working scene.

Before You Start

  • Unity version: Any recent LTS release works. The built-in render pipeline and URP both support the steps below; HDRP uses different sky and lit shaders, so adjust shader names accordingly.
  • Asset formats on Poly Haven: HDRIs download as .hdr or .exr; textures as .png/.jpg (sometimes .exr for displacement); models as .fbx, .gltf/.glb, or .blend.
  • Resolution choice: Poly Haven offers multiple resolutions per asset. For real-time use, 1K–2K textures and 2K–4K HDRIs are usually enough. Reserve 8K for hero assets or offline rendering.
  • License: All assets are CC0, so commercial use is permitted with no attribution required. This applies to the assets themselves; your project's own licensing is separate.

Importing HDRIs as Skyboxes and Reflections

HDRIs are the fastest way to get believable ambient lighting in Unity.

Set an HDRI as the Skybox

  1. Download the HDRI in .hdr format at your target resolution.
  2. Drag the file into your Assets folder. Unity imports it as a Texture with a cubemap-like inspector.
  3. In the Texture Import Settings, set Texture Shape to Cube. This is the key step — a 2D texture will not work as a skybox.
  4. Create a new Material (Assets > Create > Material). Set its shader to Skybox/Cubemap.
  5. Assign the imported cubemap to the Cubemap (HDR) slot.
  6. Open Window > Rendering > Lighting, go to the Environment tab, and assign your material to the Skybox Material slot.

Expected result: The scene background shows the HDRI, and ambient light is derived from it.

Use the HDRI for Reflections

  1. Create an empty GameObject and add a Reflection Probe component.
  2. Set Type to Baked (for static scenes) or Realtime (for dynamic objects).
  3. For baked probes, set the Cubemap source or let Unity bake from the skybox. For realtime, set Resolution (128–256 is typical) and Intensity Multiplier.
  4. Place the probe so it covers the reflective area, then bake via the Lighting window.

Common pitfall: If reflections look washed out, check that the HDRI texture's sRGB (Color Texture) option is enabled in import settings. HDRIs are color data and must be treated as sRGB.

Applying PBR Textures to Materials

Poly Haven textures ship as separate maps. You must route each one to the correct shader channel.

Map the Texture Channels

Poly Haven map Unity shader slot (Standard / URP Lit) sRGB setting
Diffuse / Albedo Albedo / Base Map On
Roughness Smoothness (inverted) or Metallic/Smoothness map Off
Metallic Metallic Off
Normal (OpenGL) Normal Map Off
Ambient Occlusion Occlusion Off
Displacement / Height Height (if using tessellation) Off

Critical detail: Unity's Standard shader expects Smoothness, but Poly Haven provides Roughness. Smoothness = 1 − Roughness. Either invert the map in an image editor, or use a shader that accepts roughness directly (URP's Lit shader has a "Roughness" workflow option in some versions — check your pipeline).

Step-by-Step

  1. Download the texture set at your chosen resolution.
  2. Import all maps into Unity.
  3. Select each non-color map (normal, roughness, metallic, AO) and uncheck sRGB (Color Texture) in the import settings. Leaving sRGB on for these maps causes incorrect lighting.
  4. Create a Material and assign the shader (Standard or Universal Render Pipeline/Lit).
  5. Assign Albedo to the base color slot.
  6. Assign the Normal map. If Unity prompts "This texture is not marked as a normal map," click Fix Now.
  7. For roughness: either invert it externally and plug into Smoothness, or pack it into the Metallic/Smoothness map's alpha channel per Unity's convention.

Verification: Apply the material to a sphere under a directional light. The surface should respond to light direction with correct specular highlights. If it looks flat or overly shiny, the roughness/smoothness mapping is wrong.

Importing 3D Models

Poly Haven models come in .fbx, .gltf/.glb, and .blend. Unity natively imports .fbx; .gltf/.glb requires a package like glTFast or UnityGLTF.

FBX Workflow

  1. Download the model as .fbx.
  2. Drag into Assets. Select the model and check the Model tab:
    • Scale Factor: Poly Haven models are typically authored at real-world scale (meters). Unity's default is 1 unit = 1 meter, so scale factor 1 usually works. If the model appears tiny or huge, adjust here.
    • Import Materials: If the FBX embeds materials, Unity may create them automatically. Otherwise, create materials manually using the texture workflow above.
  3. In the Materials tab, you can remap embedded materials to your own.
  4. Drag the model prefab into the scene.

glTF/glb Workflow

  1. Install the glTFast package via Package Manager (Unity Registry).
  2. Import the .glb file. glTFast creates a prefab with materials already wired to the embedded textures.
  3. Check that textures imported correctly — glTF uses a metallic-roughness workflow that maps closely to Unity's, but verify the smoothness inversion.

Common pitfall: Models may import with a pink/magenta material if the shader is missing (e.g., a URP project importing a Built-in shader). Right-click the material and reassign to your pipeline's Lit shader.

Common Pitfalls Checklist

  • Wrong color space on data maps: Normal, roughness, metallic, and AO maps must have sRGB off. Only albedo/diffuse should be sRGB on.
  • Roughness vs. Smoothness: Unity wants smoothness; Poly Haven gives roughness. Invert or use a roughness-compatible shader.
  • HDRI not set to Cube shape: A flat 2D import won't work as a skybox.
  • Missing normal map flag: Unity needs the texture marked as a Normal Map type, or the shader won't decode it correctly.
  • Scale mismatch: Verify model scale against a Unity primitive (e.g., a 1×1×1 cube) before placing it in a scene.
  • Pipeline mismatch: Materials from Built-in shaders appear magenta in URP/HDRP. Reassign shaders after switching pipelines.

Quick Reference: Asset Type to Setup Path

Asset type Download format Key import step Primary use
HDRI .hdr Set Texture Shape to Cube Skybox, ambient light, reflections
PBR texture .png/.jpg sRGB off for data maps; invert roughness Material surfaces
3D model .fbx or .glb Check scale; reassign materials Scene props, hero objects

With these steps, any Poly Haven asset can go from download to a lit, textured object in a Unity scene in a few minutes. The main things to get right are color space on data maps, the roughness-to-smoothness conversion, and pipeline-appropriate shaders.

Can You Use CC0 Assets in Commercial Games? Licensing and Integration Basics

Yes. CC0 assets can be used in commercial games without paying royalties or crediting the creator. CC0 is a public-domain dedication: the creator has waived copyright and related rights to the fullest extent allowed by law. That means you can copy, modify, redistribute, and sell work built on those assets — including in a game you charge money for.

This article explains what CC0 actually covers, how it differs from other Creative Commons licenses, and how to bring CC0 assets into engines like Unreal and Unity and tools like Blender, Maya, and 3ds Max.

What CC0 actually means

CC0 is not a license in the traditional sense — it is a waiver. When a creator applies CC0 to their work, they give up their copyright and agree not to enforce related rights. You are free to:

  • Use the asset in personal, educational, or commercial projects
  • Modify, remix, and build derivative works
  • Distribute the asset or your derivative as part of a larger project
  • Do all of the above without attribution

There is no requirement to credit the creator, no share-alike clause forcing you to open-source your game, and no non-commercial restriction. For a studio shipping a paid title, that combination is unusually permissive.

One practical caveat: CC0 applies to the rights the creator holds. It cannot waive third-party rights the creator never owned. A scanned statue, a branded product, or a recognizable logo in a texture may still carry trademark or personality-rights issues. Treat CC0 as clearing copyright, not as clearing everything.

CC0 vs. other Creative Commons licenses

The differences matter most when you are choosing assets for a commercial build. The table below summarizes the common variants.

| License | Commercial use | Attribution required | Share-alike | Notes for games | |---|---|---|---|---|---| | CC0 | Yes | No | No | Closest to public domain; safest for closed-source commercial titles | | CC BY | Yes | Yes | No | Fine for commercial use, but you must credit — plan for a credits screen | | CC BY-SA | Yes | Yes | Yes | Derivatives may need to be shared under the same license; risky for proprietary code/assets | | CC BY-NC | No | Yes | No | Excludes commercial projects; avoid for any monetized game | | CC BY-ND | Yes | Yes | No | No derivatives — you cannot modify the asset, which limits integration |

If your goal is a commercial game with no legal overhead, CC0 is the simplest choice. CC BY is workable if you can maintain attribution. Avoid NC and ND for anything you intend to sell or heavily adapt.

How CC0 assets fit into game engines and pipelines

CC0 libraries typically provide HDRIs, PBR textures, and 3D models. Each type has a natural place in a game pipeline.

HDRIs

HDRIs are high-dynamic-range environment maps. In Unreal, they are commonly used for sky lighting via a Sky Light set to use an HDRI cubemap or a Sky Sphere material. In Unity, they feed the skybox and the environment lighting in the Lighting window. You can also use them as reflection probes or as the basis for image-based lighting in Blender, Maya, or 3ds Max for look development before export.

Textures

PBR texture sets usually ship as albedo (base color), roughness, metallic, normal, and sometimes ambient occlusion or height maps. These drop directly into Unreal's material system or Unity's Standard/URP/HDRP shaders. Keep the resolution appropriate: 4K textures are useful for hero assets, but 1K or 2K is often enough for background props and saves memory.

Models

Static meshes and props can be imported as FBX or OBJ. Check the scale and pivot before placing them in a level. If the asset was authored for offline rendering, it may have very high poly counts — decimate or LOD it before use in a real-time scene.

Practical steps for importing and adapting assets

  1. Download and verify the license. Confirm the asset page states CC0. Save a screenshot or the license text alongside the file.
  2. Organize by type. Keep HDRIs, textures, and models in separate folders. A consistent naming convention (for example, env_forest_01_4k.hdr) saves time later.
  3. Import into your engine. In Unreal, drag the FBX into the Content Browser and set up materials. In Unity, import the FBX and assign a PBR material, then wire the texture maps to the correct slots.
  4. Adapt scale and orientation. Real-world assets may be authored in meters or centimeters. Check against a reference cube of known size.
  5. Optimize. Reduce texture resolution where it will not be seen up close, generate LODs for models, and bake lighting where appropriate.
  6. Test in context. Place the asset in a representative scene and check lighting, reflections, and performance before committing it to the project.

What CC0 does not cover

CC0 clears copyright, but a few things still deserve a second look:

  • Trademarks and logos. A texture containing a recognizable brand mark is not automatically safe to ship.
  • Recognizable people or property. A model of a real person or a distinctive building may raise personality or property-rights questions.
  • Third-party content inside the asset. If a creator included someone else's work without permission, the CC0 dedication does not fix that.

For most generic assets — rocks, foliage, generic furniture, abstract HDRIs — these concerns are minimal. For anything depicting a real brand, person, or landmark, verify independently.

Documenting asset sources for teams and clients

Even though CC0 requires no attribution, keeping records is good practice. It protects you if a client or publisher asks for provenance, and it helps when a team member needs to know where a file came from.

A simple tracking sheet works:

Asset name Type Source License Date downloaded Notes
forest_01_4k.hdr HDRI Poly Haven CC0 2025-01-10 Used for level 2 sky
rock_cliff_a.fbx Model Poly Haven CC0 2025-01-10 Decimated to 8k tris

Store this alongside your project files. If you later combine CC0 assets with CC BY assets, the sheet makes it obvious which ones need credit.

Bottom line

CC0 assets are safe for commercial games, require no attribution, and impose no royalties or share-alike obligations. The main work is practical: verify the license, check for third-party rights, import and optimize the asset for your engine, and keep a record of where it came from. Do that, and a CC0 library becomes a legitimate, low-friction source for production assets in Unreal, Unity, Blender, Maya, and 3ds Max.

What Does "Open Source" Mean for a Zen Cart Online Store?

Open source means the software's source code is publicly available, so anyone can inspect, modify, and redistribute it. Zen Cart, the platform running this reptile supply store, is open-source e-commerce software: the store owner can read and change the code, and no license fee is paid to a vendor. That matters to a small shop because it removes per-sale or monthly software fees and allows deep customization — but it also means the owner (or a developer they hire) handles hosting, updates, and security. Note that "open source" here describes the store software, not the reptile foods and supplements sold on it.

Open source in plain terms

Proprietary store platforms typically charge a subscription or a percentage of sales and keep their code closed. Open-source platforms publish the code under a license that permits use and modification. In practice, for a store like this one:

  • No license fee. You pay for hosting and your own time, not for permission to run the software.
  • Full access to the code. Layouts, checkout flow, and product pages can be changed beyond what a theme editor allows.
  • Community development. Fixes and add-ons come from contributors and other store owners, not only from one company.

What it looks like on this store

The page evidence shows a typical Zen Cart storefront: category navigation (Bee Pollen, Cat Grass, Chia Seeds, Dandelion, Sprouting Seeds, Supplements), an "All Products" listing, reviews, and an information block with About Us, Shipping & Returns, Privacy Notice, Conditions of Use, Order Status, Site Map, Gift Certificate FAQ, and Discount Coupons. That structure — categories, reviews, coupons, gift certificates, order status — is what the platform provides out of the box. The store also publishes care guides (Russian Tortoise Care, Box Turtle Care, Redfoot Tortoise Care) and growing instructions, which are content pages the owner added rather than built-in store features.

Benefits for a small pet supply shop

  • Cost control. No platform subscription means a low fixed cost that doesn't scale with order volume.
  • Custom catalog logic. A shop selling seeds, dried weeds, and supplements by weight can adjust product options, units, and shipping rules directly in the code.
  • Content and commerce in one place. Care guides and growing instructions sit alongside the catalog, which supports the store's stated role of helping customers find foods for herbivore reptiles.
  • No vendor lock-in on data. You can export and migrate your catalog if you decide to move.

Trade-offs to plan for

Concern What it means in practice
Hosting You arrange your own web host and domain; the platform doesn't host the store for you
Security updates You apply patches yourself or pay someone to; skipping them is the main risk
Technical maintenance Theme changes, add-ons, and upgrades need someone comfortable with PHP-based code
Support Help comes from forums, documentation, and paid developers rather than a single support line
Add-on quality Third-party modules vary; test before relying on them for checkout or payments

Deciding whether it fits your store

Choose an open-source cart like Zen Cart if you want no license fees, need code-level customization, and have either technical skills or a developer you can call. Choose a hosted subscription platform instead if you'd rather not manage hosting, patches, and upgrades, and you're comfortable paying monthly for that convenience. A middle path works for many small shops: run the open-source cart on managed hosting that handles server updates, and keep a developer on retainer for store-level changes.

If you're evaluating this specific store as a model, the useful signal is that a niche reptile supply shop can run a full catalog, reviews, coupons, and care content on open-source software without a platform fee — the cost shifts from subscriptions to maintenance.

Website Overview

Page metadata, canonical configuration and social previews work together to provide more consistent search and sharing presentation.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 3 years of registration history; its current configuration provides more context than age alone. The registrar is GoDaddy.com, LLC, a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the Cloudflare Email Routing email service. No CNAME was found; the observed records resolve directly to addresses. SPF and DMARC are configured. DKIM status is unknown. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: CSP, Permissions-Policy. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies Cloudflare without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

Twitter Card metadata is configured. The title has 21 characters, within a common display range. A meta description is present, with 90 characters. The observed directives allow indexing and link following. No Generator meta tag is publicly exposed.

Hosting and Email

DNSCloudflare
HostingCloudflare
EmailCloudflare Email Routing
Location Location unknown 104.21.83.230

User reviews (0)

  • No reviews yet.

Pages, Search and Sharing

Meta descriptionBrowse 298 game engines — licenses, prices, platforms, and languages in one open database.
Canonical URLhttps://enginesdatabase.com/
LanguageEnglish (default)
Twitter Cardsummary_large_image
All bots 0 allowed · 12 disallowed
  • Disallow/cms/
  • Disallow/admin/
  • Disallow/documents/
  • Disallow/accounts/
  • Disallow/comments/
  • Disallow/profile/
  • Disallow/u/
  • Disallow/check-suggestions/
  • Disallow/suggest-engine/
  • Disallow/random-engine/
  • Disallow/status/
  • Disallow/get-news-list/

Registration details RDAP / WHOIS

RegistrarGoDaddy.com, LLC
Registered2023-09-07
Expires2029-09-07
Domain statusclient delete prohibited、client renew prohibited、client transfer prohibited、client update prohibited
Nameserversaddyson.ns.cloudflare.com、patrick.ns.cloudflare.com
DNSSECunsigned

DNS records

TypeNameValueTTLPriority
Aenginesdatabase.com104.21.83.230300—
Aenginesdatabase.com172.67.182.221300—
AAAAenginesdatabase.com2606:4700:3031::6815:53e6300—
AAAAenginesdatabase.com2606:4700:3034::ac43:b6dd300—
MXenginesdatabase.comroute3.mx.cloudflare.net30028
MXenginesdatabase.comroute2.mx.cloudflare.net30033
MXenginesdatabase.comroute1.mx.cloudflare.net30058
NSenginesdatabase.comaddyson.ns.cloudflare.com86400—
NSenginesdatabase.compatrick.ns.cloudflare.com86400—
TXTenginesdatabase.comgoogle-site-verification=oWP8NtAbHdAv9uMYCihSVPQ8vlvX6n4ha8cleAEYt3w300—
TXTenginesdatabase.comv=spf1 include:_spf.mx.cloudflare.net ~all300—
DMARC_dmarc.enginesdatabase.comv=DMARC1; p=none;300—

TLS and certificates

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectenginesdatabase.com
IssuerGoogle Trust Services
Valid until2026-12-03T03:00 · Remaining when checked: 67 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HeaderValue
content-typetext/html; charset=utf-8
servercloudflare
strict-transport-securitymax-age=3600; includeSubDomains; preload
x-frame-optionsDENY
x-content-type-optionsnosniff
referrer-policysame-origin
set-cookieRedacted

Identified technologies

Cloudflare