Dean Hall, the developer behind DayZ, has released Brutal, a C# framework for building games or game engines. His companies, Ahwoo and RocketWerkz, made the source public on October 15. It’s free for commercial use, with no royalties.
Hall’s argument is simple. He thinks studios have handed too much control to engine vendors. The project’s GitHub page sums it up in one line: “You are only as independent as your tools are.”
Anyone who runs a software delivery pipeline will recognize that idea.
What’s in the Box
Brutal isn’t an engine. It has no editor, no scene graph, and no renderer. The team says it won’t add them, and it will reject pull requests that push the project that way.
Instead, Brutal provides the low-level pieces. At its core is a custom interop layer that gives C# direct access to native APIs and libraries. Around that are libraries for memory management, math, job scheduling, logging and localization, plus collections and strings built to avoid memory allocations. It also includes bindings for Vulkan, GLFW, SDL, Dear ImGui, FMOD, RakNet, and the Jolt and Box2D physics engines.
Each library ships as its own NuGet package, so teams reference only what they need. Brutal requires the .NET 10 SDK, a Vulkan 1.3-capable GPU for rendering, and Windows or Linux.
The team compares Brutal to the Linux kernel. It’s the foundation, and you build the rest.
It isn’t easy, and the README says so. In some ways, Brutal is harder to use than Unity, Unreal, or Godot. You have to know what you want to build before you start.
Proof in Production
Brutal has been in development since 2022. Six projects across three studios already use it. RocketWerkz built its spaceflight simulator, Kitten Space Agency, directly on the framework. Ludeon Studios used it as the base for Waylith, the engine it built to move RimWorld off Unity. Kerbal Space Program creator Felipe Falanghe is also building on it.
Ludeon says its own tests show 2x to 4x the performance of the Unity build, with most existing mods still working. That’s a self-reported number, not an independent benchmark. But RimWorld is a shipping game with a large mod community, and that counts for something.
Why Hall Built It
Hall argues that Unity and Epic haven’t been accountable to the developers who depend on them. He points to Unity’s licensing controversies and to Epic’s shifting focus toward trends like the metaverse and AI.
He isn’t telling everyone to drop the big engines. His own game, Icarus, runs on Unreal Engine 4. And he has said plainly that he doesn’t think Brutal is the right tool for every team.
His point is about having options. If Ahwoo ever stops serving developers well, teams can fork the code and keep going.
Mitch Ashley, vice president and practice lead for CIO & Technology Buyers and Software Lifecycle Engineering at The Futurum Group, says that’s the right way to frame the decision. “Studios have treated engine choice like a feature comparison when it’s really a multi-year commitment,” he said. “If a vendor can change the terms on the runtime you ship, your release plan depends on that vendor’s next pricing decision.”
A Familiar Story for DevOps Teams
Swap “game engine” for “infrastructure tool,” and this sounds a lot like recent DevOps history. HashiCorp moved Terraform to the Business Source License in 2023, and the community responded with OpenTofu. Redis changed its license in 2024, and Valkey followed. Both times, teams learned that a critical dependency can change its terms with little warning.
Unity’s 2023 runtime fee plan did the same thing to game studios. Unity walked it back, but the trust damage lasted.
Brutal’s response is to keep the core small and the source open. The less a framework does, the less leverage its owner has over you. That’s a trade-off. You get more control, but you take on more work.
Read the License Closely
Brutal uses an MIT-based license with extra attribution terms. A shipped product must show the Brutal copyright notice in its credits, display the Brutal logo before gameplay starts, and include a NOTICE.txt file. Studios that don’t want to do that can buy a separate commercial license. The logo requirement is waived for nonprofits.
The license isn’t OSI-approved yet. Ahwoo says it hasn’t submitted it but plans to, and it wants community feedback. Until then, some observers are calling Brutal “source-available” rather than open source. Legal and comapliance teams will want to review the terms before anyone ships on it.
Still Early Days
There are practical gaps. The repository doesn’t yet include project files, a solution or build scripts. For now, the team says to use the NuGet packages and treat the repo as a place to read and fork code.
The contribution rules are clear, though. Every commit needs a sign-off. The contributing guide spells out expectations for AI-assisted contributions. Security issues go through private reporting, not public issues. And the team admits it’s small and that running a public framework will take a lot of work.
That’s the real test. Publishing code is easy. Running an open project with outside contributors, a steady release cadence and timely security fixes is much harder.
Ashley says open source doesn’t remove the risk. It moves it. “Open source moves the lock-in risk from the vendor’s license to the maintainers’ capacity,” he said. “A small team handling security fixes, releases, and outside contributions for a framework studios ship on is also a dependency. Teams should evaluate it the same way they evaluate a vendor.”
He points to the DevOps forks as the model. “OpenTofu and Valkey lasted because foundations and several companies shared the maintenance,” Ashley said. “For Brutal, the thing to watch is whether studios beyond the first three put engineers on maintaining it.”
What to Watch
Brutal won’t replace Unity or Unreal for most studios, and it isn’t trying to. But it gives teams that care about performance and control a tested starting point without spending years building the foundation.
For DevOps and platform teams, the lesson applies well beyond games. Know which tools you depend on. Know who maintains them. And know what you’d do if the terms changed tomorrow.



