The Brutal game development framework is an open-source C# technology created by DayZ creator Dean Hall and developed through his companies Ahwoo and RocketWerkz. It is free to use in commercial projects and charges no royalties. Hall describes Brutal as an option for teams who want more control over their development tools, rather than a direct replacement for established engines.
Image credit: RocketWerkz
What is the Brutal game development framework?
Brutal is a framework, not a complete game engine. Developers can use its tools to build a game directly, or use the framework as the foundation for a custom engine. This distinction matters: a framework provides building blocks, while an engine typically brings together a broader set of systems and tools in a ready-to-use package.
Work on Brutal began in 2022. Hall says it has been used in six projects across three studios. The projects mentioned include RocketWerkz’s Kitten Space Adventure and the Waylith engine, which powers Ludeon Studios’ Rimworld. Kerbal Space Program creator Felipe Falanghe is also developing a project with the framework.
Practical consideration: Teams evaluating Brutal should identify which engine features they already have and which they would need to create or integrate themselves. A framework can offer flexibility, but the project may require more engineering work than adopting a complete engine.
How Brutal is built
Brutal’s core includes a custom interoperability layer that lets C# work with native application programming interfaces and libraries. Hall says the framework prioritises limiting memory allocations and unnecessary overhead, concentrating on performing a smaller number of low-level tasks efficiently.
This design may interest developers who want to shape their own tools and systems. Before choosing it, teams should assess how the framework fits their existing C# skills, platform requirements, and plans for maintaining the code over time. The source material does not specify a full feature list, so developers should check the project’s current documentation for technical details.
Why Dean Hall wants alternatives to major engines
Hall says one motivation for Brutal is his concern that developers can become dependent on large engine providers. He argues that changes to pricing, subscriptions, royalties, or licensing terms can affect teams that have limited ability to move their projects elsewhere. He has criticised Unity’s history of difficulties with developers and expressed concern that industry attention can shift to trends while creators continue to face practical performance and stability issues.
These are Hall’s views, not a claim that every project should leave Unity or Unreal. He acknowledges that both engines remain suitable choices for many games and says Brutal is not intended to match everything they offer. For developers considering a change, the useful takeaway is to review licensing terms, export options, technical needs, and the cost of switching before committing to any toolset.
What open source could mean for developers
Hall believes that public source code gives developers more options, including the ability to modify or fork a framework if their needs change. He also expects more alternatives to emerge as the cost of building development tools falls. Open-source access can provide control, but it does not remove the need to evaluate documentation, compatibility, maintenance, and the work required to build a production-ready workflow.
For some teams, Brutal may be worth investigating as a flexible foundation; for others, a full-featured engine may be the more practical fit. The Brutal game development framework is best understood as one possible route to greater control over game technology, rather than a universal replacement for established tools.