On October 15, 2026, Dean Hall did something most game developers only fantasize about: he gave away his technology. The creator of DayZ released Brutal, a C# game development framework built over four years inside his studios Ahwoo and RocketWerkz, and made it free for anyone to use, even in commercial games, with no royalties and no licensing negotiations.

The only condition fits in a single sentence of a credits screen: include a Brutal copyright notice. There is no revenue share, no per-seat pricing, no runtime fee, and no legal department to call. In an industry where the two dominant engines have spent years rewriting the rules of what developers pay, that simplicity is the whole point.

A framework, not an engine (he insists)

Hall is particular about the label. "Brutal is not a game engine, but a framework," he wrote in an extensive post on Reddit announcing the release. The distinction matters: Brutal is a set of high-performance C# libraries you can build a game or a game engine on top of, not a ready-made editor with a scene view and an asset store. Its core is a custom interop layer that gives C# direct access to native APIs and libraries, surrounded by supporting systems for mathematics, memory management, strings, job scheduling, logging, and localization. Hall says the team has an obsessive focus on reducing allocations and overhead, using unmanaged memory and unsafe code where it makes sense, targeting the latest versions of C# and Vulkan.

The name is a mission statement. This is not meant to be easy. It is meant to be fast, flexible, and entirely under the developer's control: "doing a few low-level things extremely well."

There is no revenue share, no per-seat pricing, no runtime fee. In an industry where the two dominant engines keep rewriting the rules, that simplicity is the whole point.

It has already shipped, twice

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Brutal is not a tech demo. Development started in 2022, and the framework has already been used in six projects across three studios. The highest-profile one is Kitten Space Agency, RocketWerkz's spiritual successor to Kerbal Space Program, which entered pre-alpha in late 2025. The other is Waylith, the brand-new engine Ludeon Studios built to replace Unity in RimWorld, promising performance gains of up to four times. Even Felipe Falanghe, the original creator of Kerbal Space Program, is reportedly building something on Brutal.

That track record is what separates Brutal from the usual open-source engine announcement. Most free engines arrive as promises: download this and imagine what you could build. Brutal arrives with shipping games behind it and a second engine, Waylith, already standing on its shoulders.

Why Hall thinks the timing is dangerous

The License Landscape: What Engines Cost Developers

Publicly stated terms from each engine maker.

Brutal: $0, credit notice only
Free
Godot: $0, MIT license
Free
Unreal: 5% royalty after $1M revenue
5%
Unity: seat-based subscriptions
Varies
Brutal: 4 years in development, 6 projects, 3 studios
Proven

Note: Terms as publicly described by each engine maker; for illustrative purposes only.

The release is pointed. Hall has argued for years that Unity and Unreal, the two engines that underpin most of the industry, "consistently fail to be held accountable to developers." His deeper concern, spelled out in the announcement, is about what comes next: as AI-assisted, agentic coding workflows erode the competitive advantages that have protected established software companies, he expects the engine giants to "increasingly look to extract more revenue from developers who feel they cannot switch, whether through royalties, subscriptions, or more restrictive licensing."

It is a plausible fear. Unity's 2023 runtime-fee fiasco showed developers exactly how a pricing rug-pull feels: the fee was eventually scrapped after a revolt, but the trust never fully recovered. Unreal's terms are generous by comparison (free until a game earns $1 million, then 5 percent), but generosity written by one company can be rewritten by the same company. Hall's argument is that public, forkable tooling gives teams leverage, even if Unity and Unreal remain the right choice for many projects.

The honest caveats

Game development workstation with code on screen
Dean Hall's Brutal framework gives C# developers a royalty-free foundation for building games and engines. (Photo: Calder Brief)

Brutal is not going to topple Unity or Unreal next quarter. A framework is, by design, more work than an engine: there is no visual editor, no massive asset store, no drag-and-drop path for beginners. The developers Brutal serves are the ones already comfortable writing low-level C# and Vulkan code, a small slice of the industry. Godot's decade-long climb shows how hard it is to convert "free and open" into mainstream momentum, and Godot actually ships an editor.

The license deserves a look, too. Coverage describes Brutal as open-source under a modified license, free for commercial use with attribution. That is meaningfully different from Godot's MIT license, which asks nothing. Studios considering Brutal should read the actual terms, not the headline.

But none of that is really the point. Brutal's significance is not market share; it is exit leverage. Every studio that can credibly say "we could build on Brutal instead" negotiates differently with its engine provider. Open-source history keeps teaching the same lesson: the alternative does not have to win to change the winner's behavior. Linux did not kill Windows on the desktop, but it permanently changed how Microsoft prices servers. Hall just gave every game developer a credible "or else," and that may be the most valuable thing he has shipped since DayZ.