There are a number of features excluded in the default free edition of Indigo; but it is the best I've used and I have used them all. I don't know if the free edition expires or not. As a regular user of Microsoft Visual Studio, I am really fussy, but Indigo handles my work nicely. It is not finished, but has the right kind of features in the right places; some general features in there are not even in MSVS.
Good examples of what you can make in DBPRO are in the
WIP and
Program Announcements board.
Malevolence is a game currently being released, which is the current most popular DBP game out there. (I am downloading it to give it a try today)
DBPRO isn't going to give you the best in all departments; buts its strength is that it is easy to learn, very down to earth, expandable via plugins, works well on all major versions of Windows, has a supportive community and doesn't bombard you with 100s of libraries and documents to go figure; you don't have to spend all week to set up a new project. The down to earth practical functions are easy to access; no namespace jungles to go through to find commands. Can work with LUA, XML, INI files quite easily. Has one of the best network tools out there. Plenty of terrain and tree tools.
Weaknesses; Array system is poor, absolute monstrosity; about 10 words just to iterate an array (Although there is a technical workaround). Debugger doesn't work with certain plugins. No OOP, class inheritance, interface or inline extensions or anything like that. No dedicated level editor; makes asset production a problem although FPS Creator editor levels can work with DBP's object commands, but is not straight forward to learn. Unoptimized and sluggish; very easy to create lag, difficult to get rid of it; half your life is spent optimizing; but don't let anyone tell you it can't be optimized, just because one person can't optimize doesn't mean another person can't either; it depends you knowing what you are doing and what it is you are creating.
In one engine you get 30 FPS with a couple of shaders and objects, in another engine you get 300 FPS with the same thing; thing is, in such engines you also have to pay 300 times more money and are bombarded with 300 times more documentation, and namespaces to read through; sometimes documentation is a luxury; but there is plenty of documentation for DBP all over the place.
Happy Coding!