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DayZ Creator Frees BRUTAL Code: 0% Royalties [2026]

Owen Castellanos
Owen CastellanosHardware & Gaming Reporter
14 min read
DayZ Creator Frees BRUTAL Code: 0% Royalties [2026]

Dean Hall, the creator of DayZ, used the release of his own game development framework to say out loud what a lot of developers only mutter in private. On October 15, 2026, Hall made the full source code of BRUTAL public, free to use even in commercial games, and paired the announcement with a blunt verdict on the state of the industry he has worked in for more than a decade: it is rotting from the core outward, and it has been for some time.

The timing matters. BRUTAL is not a finished game engine with a marketing budget and a booth at a trade show. It is a C# framework, a set of building blocks studios can use to assemble their own engines and tools rather than renting someone else’s. Reports from WN Hub confirm the source code dropped on October 15, with no royalties attached and no revenue cut owed to Hall’s companies, RocketWerkz and Ahwoo. For an industry that has spent the last two years absorbing layoffs, engine licensing disputes, and AI-driven cost cutting, a free, no-strings foundation from a developer with DayZ’s commercial track record is the kind of story that travels fast.

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What Dean Hall Actually Released

BRUTAL is written in C#, the same language that underpins Unity and large parts of the .NET ecosystem that developers already use for tools covered in recent coverage of the .NET 11 release cycle. Hall and his teams at RocketWerkz and Ahwoo built it not as a packaged, plug-and-play engine but as a foundation layer: the kind of low-level scaffolding a studio would otherwise spend years writing from scratch before it could start making an actual game.

That distinction is the whole point of the release. A game engine like Unity or Unreal gives a studio a finished toolkit with an opinionated workflow baked in. BRUTAL gives a studio raw material. Developers can use it directly to make games, or they can use it as the base layer for a custom engine built specifically around what their project needs. Hall has already proven both paths work: BRUTAL is used directly inside Kitten Space Agency, RocketWerkz’s own space simulation project, and it also forms the foundation of Waylith, the new engine built for RimWorld.

The license terms are deliberately light. Developers who use BRUTAL need to credit it, display its logo at startup, and include a notice file or copyright information with their project. Beyond that, there is no royalty, no revenue share, and no restriction on using it in a commercial release. That stands in sharp contrast to the licensing models that have defined the last few years of engine news, from Unity’s runtime fee controversy to the ongoing debate over what studios owe platform holders once a game actually ships.

The “Rotting Industry” Quote That Set Off the Story

Hall did not release BRUTAL quietly. According to a report from GamesRadar+, Hall said, “our industry is rotting from its core, outwards in every direction, and it has been for some time.” He tied that decline to greed and a race to the bottom on price across the tools and engine licensing market, arguing that the pressure studios face to cut costs has pushed basic engineering decisions in the wrong direction.

Hall framed BRUTAL’s free, no-royalty release as a direct answer to that dynamic rather than a charitable gesture. “You can use BRUTAL for free, including in commercial games,” he said. “There are no royalties and we don’t want a percentage of your game’s revenue.” The message lands differently coming from Hall than it would from a studio with no track record. DayZ sold millions of copies as an early access title that effectively created the battle royale survival genre, and Hall has spent the years since running RocketWerkz on commercially successful, independently funded projects. When a developer with that resume says the industry’s foundations are broken, and then publishes the fix as free source code instead of a paid product, it reads as a statement of intent rather than marketing copy.

The framing also taps into a frustration that has been building across the industry for longer than this single announcement. Layoffs have hit studios of every size over the past two years, engine licensing fees have become a recurring flashpoint, and the rapid push toward AI-assisted development has added a new layer of uncertainty about what skills and tools will even matter in five years. Hall’s comments, and the free release that backs them, arrived at a moment when a lot of developers are primed to hear that message.

Why a Framework, Not a Finished Engine

The decision to release a framework rather than a complete engine is a strategic choice, not a technical shortcut. A full engine release, something comparable to what Epic does with Unreal or Unity does with its runtime, comes with an implicit promise: use our workflow, our editor, our ecosystem, and in exchange you get a finished toolkit. That model works well for studios that want to start building a game on day one. It works less well for studios that have outgrown generic tooling and need something built around a specific genre or technical requirement.

BRUTAL’s framework-first approach solves a different problem. It gives experienced teams the pieces to build exactly the engine they need, without spending years reinventing low-level systems that every engine needs anyway: rendering pipelines, input handling, asset management, the unglamorous plumbing that rarely shows up in a trailer but determines whether a project ships on schedule. Waylith, the engine built on BRUTAL for RimWorld, is the clearest proof of that approach working in production. Kitten Space Agency, which uses BRUTAL directly rather than through an intermediate engine layer, is the other.

That dual use case, direct game development and engine foundation, is unusual for a single open release. Most tools in this space pick one lane. Releasing both the code for a shipped simulation game and the base layer for a separate studio’s custom engine, on the same day, under the same free license, is a stronger statement about the framework’s flexibility than any marketing claim could make.

The Licensing Math: Zero Royalties Versus the Industry Standard

To understand why BRUTAL’s terms are getting attention, it helps to put them next to what studios are used to paying. Revenue-share and seat-based licensing have been the default for most commercial engines for years, and even free tiers tend to come with thresholds that kick in once a game starts making real money.

Framework or EngineRoyalty or Revenue ShareSource Code AccessAttribution Requirement
BRUTALNone reportedFull, public, released October 15, 2026Credit, startup logo, notice file
Unreal Engine (typical commercial terms)Royalty above revenue thresholdAvailable to licenseesNot generally required in-game
Unity (typical commercial terms)Subscription or revenue-based feesNot open sourceNot generally required in-game
GodotNoneFull, open sourceNot required

That comparison is necessarily general since exact licensing terms shift and vary by deal size, but the pattern is clear enough: BRUTAL’s no-royalty, full-source model sits closer to the open source end of the spectrum than to the commercial-engine end, while still being built and proven by a studio shipping real, successful games rather than a community project assembled from volunteer contributions.

Who Is Actually Using BRUTAL Right Now

Two named projects anchor the release and give it credibility beyond a press statement. The first is Kitten Space Agency, RocketWerkz’s own orbital mechanics and spaceflight simulation title, which uses BRUTAL directly as its development framework. The second is Waylith, the custom engine built for RimWorld, which uses BRUTAL as its underlying foundation rather than building on an existing commercial engine.

Those two cases matter because they show BRUTAL surviving contact with two very different kinds of games. Kitten Space Agency is a physics-heavy simulation title with demanding technical requirements around orbital mechanics. RimWorld’s Waylith engine serves a completely different genre, a colony management sim with its own long-running codebase and player expectations built up over years of updates. A framework that can support both a from-scratch simulation project and a mature, actively maintained live title is a stronger technical reference than a framework that only has one flagship user.

ProjectStudio or ContextRelationship to BRUTALGenre
Kitten Space AgencyRocketWerkzBuilt directly using BRUTALSpace simulation
Waylith (RimWorld’s engine)Associated with RimWorldBuilt on top of BRUTAL as a foundationColony management simulation

RocketWerkz and Ahwoo are both credited as contributors to BRUTAL’s development and release, according to Tweakers, which suggests the framework grew out of internal tooling across more than one of Hall’s ventures rather than a single team’s side project.

Dean Hall’s History: From DayZ to RocketWerkz

Context matters here because Hall is not a first-time developer making a splashy announcement to build an audience. DayZ started as a mod for Arma 2 and became one of the defining early access success stories in PC gaming, effectively establishing the open-world survival template that countless games have followed since. Hall left Bohemia Interactive, the studio behind Arma, to found RocketWerkz, where he has overseen a run of commercially independent projects without leaning on publisher funding the way most studios of similar size do.

That history gives Hall’s criticism of the industry a different weight than it would carry from someone without a shipped, commercially successful catalog behind them. He is not arguing from the outside that engine licensing and tooling costs are a problem. He has run a studio through the exact cost structure he is now saying is broken, and his response is to open-source the piece of his own stack that lets other studios skip the years of foundational work he had to do himself.

How This Fits the Broader Pattern of Developer Independence

BRUTAL’s release does not exist in isolation. It lands in a year where developer tooling choices have become a recurring flashpoint across gaming news, from licensing disputes over engine runtime fees to studio closures tied to cost pressure rather than creative failure. Ubisoft’s closure of RedLynx and the resulting job losses in Singapore, covered in earlier reporting on Ubisoft’s studio cuts, is one example of the kind of consolidation Hall is implicitly responding to. When studios close or shrink because the economics of making games have gotten harder, the cost of the underlying tools becomes part of that conversation whether or not it is the primary cause.

The release also sits alongside a wider industry debate about who actually controls the tools developers depend on, a theme that echoes recent legislative attention on digital ownership more broadly, including the push covered in reporting on the Power to the Players Act and its implications for how much control players and developers retain over licensed digital products. BRUTAL is a different kind of independence argument, aimed at studios rather than consumers, but it draws on the same underlying anxiety: that too much of the games industry‘s foundation is controlled by parties whose incentives do not match the people actually building and playing games.

It is also worth placing this inside the current wave of layoffs and restructuring across gaming. Console hardware sales have been soft, covered in detail in coverage of the steep year-over-year decline in Xbox and PS5 hardware sales, and that broader contraction puts pressure on every cost line a studio carries, engine licensing included. A free framework does not fix a soft hardware cycle, but it removes one variable cost that studios have had little use over until now.

What Studios Gain, and What They Still Have to Build Themselves

It is worth being precise about what BRUTAL actually hands a studio, because the framing of “free game engine” that has spread online overstates what is being given away. BRUTAL is a C# framework, and reports are explicit that it is not a complete game engine on its own. Studios that adopt it still need to build or integrate the layers that sit on top of a foundation framework: a usable editor, asset pipelines tuned to their specific project, platform certification work, and all of the genre-specific systems that make a space sim different from a colony management game.

What BRUTAL removes is the years of groundwork that normally comes before any of that genre-specific work can start. That is a meaningful cost saving for a studio with the technical staff to take advantage of it, but it is not a shortcut for teams without strong low-level engineering capability. A small studio without engine programmers on staff gets less practical benefit from BRUTAL than a mid-size or large studio that already has the talent to build on raw infrastructure but previously had to pay for a packaged engine anyway because building from scratch was not economically justifiable.

That nuance matters for how the story should be read. BRUTAL is not going to replace Unity or Unreal as the default choice for small teams making their first game. It is far more likely to appeal to established studios with engineering depth who want the control of a custom engine without the multi-year cost of building every foundational system themselves, which is exactly the profile of both Kitten Space Agency and the team behind Waylith.

Industry Reaction and Why the Story Spread Fast

Part of why this story moved quickly through gaming press is the gap between what Hall said and how most industry figures with his level of commercial success tend to talk in public. Studio heads rarely use words like “rotting” to describe the industry they operate in, and even more rarely back that language up with a free release of core technology rather than a paid product or a funding round announcement.

Reporting on the release spread across outlets covering both the technical and cultural angles of the story, including detailed breakdowns from GamingOnLinux on how the framework underpins Waylith, and international coverage from outlets including UnixGaming tracking the licensing terms in detail. The spread across outlets in multiple regions and languages within 48 hours of the announcement is itself a signal of how much appetite there currently is for stories about developers pushing back against the standard cost structure of the industry.

Hall’s point, as he put it, is that tool access determines how much real independence a studio has. “If the tools are public, if you have the source code, and if you’re free to build your own systems on top of them, you have options,” he said, according to reporting on the announcement. He was careful to frame this as an option rather than a mandate, adding that he is not suggesting every developer should build their own engine, only that every developer should have the choice to do so without first spending years building the foundations from nothing.

What This Means for Engine Competition Going Forward

BRUTAL is not positioned to compete head-on with Unreal or Unity for the broad market of studios that want a finished, supported toolkit with a large asset marketplace and extensive documentation. Its framework-first design means it will always require more in-house engineering capability than a packaged engine does. That limits its addressable audience, at least in the near term, to studios with the technical staff to take advantage of raw infrastructure rather than a finished product.

Where it is likely to have real influence is at the level of studios weighing whether to build a custom engine at all. Historically, that decision has been gated almost entirely by cost: building foundational systems from scratch takes years and a team most mid-size studios cannot justify funding for a single project. If BRUTAL genuinely cuts that groundwork down, even a handful of additional studios choosing to build custom engines on top of it, the way Waylith did for RimWorld, would represent a meaningful shift in a market that has consolidated hard around two or three dominant commercial engines over the past decade.

Predictions: Where BRUTAL Goes From Here

  • More mid-size studios with existing engineering talent will evaluate BRUTAL as a base layer for custom engines rather than adopting it for first-time game development, mirroring the Waylith pattern rather than a from-zero indie use case.
  • Expect community forks and derivative tooling to appear around BRUTAL within months, given its free commercial license and the attribution-only requirement, similar to how other permissively licensed frameworks have spawned ecosystems once a credible flagship user exists.
  • Commercial engine makers are unlikely to change their pricing models in direct response to a single framework release, but continued public criticism from high-profile developers like Hall will keep pressure on licensing terms as a talking point heading into 2027.
  • RocketWerkz and Ahwoo will likely use BRUTAL’s public release as a recruiting and credibility tool, since open engineering work is increasingly a signal mid-size studios use to attract senior technical talent in a tight hiring market.
  • Further named adopters beyond Kitten Space Agency and Waylith are likely to surface over the coming months as studios test the framework privately before announcing shipped or in-development projects built on it.

The Bigger Picture: Tools, Independence, and Cost Pressure

Strip away the pointed language about a rotting industry and what is left is a fairly concrete argument about use. Hall’s position, summarized in his own words as “you are only as independent as your tools are,” is that studios which rely entirely on licensed, closed commercial engines have limited room to negotiate cost, workflow, or platform strategy on their own terms. A free, fully open foundation framework does not eliminate that dependency for every studio, but it gives technically capable teams a genuine alternative path that did not exist in a practical form before.

Whether BRUTAL becomes a significant player in engine development or remains a respected but niche tool used mainly by RocketWerkz, Ahwoo, and a handful of studios with the engineering depth to exploit it, the release itself has already done what Hall seemingly intended: it put a concrete, no-cost alternative on the table at a moment when a lot of the industry is primed to question what it is actually paying for when it licenses a commercial engine.

Frequently Asked Questions

What is BRUTAL?
BRUTAL is a C# framework for game development created by Dean Hall’s studios, RocketWerkz and Ahwoo. It is not a complete game engine on its own but a foundational toolkit studios can use to build games directly or to construct their own custom engines.

When was BRUTAL’s source code released?
The source code was made public on October 15, 2026.

Is BRUTAL free to use in commercial games?
Yes. Reports confirm BRUTAL can be used free of charge, including in commercial releases, with no royalties or revenue share owed.

What are the license requirements for using BRUTAL?
Developers are required to credit BRUTAL, display its logo at startup, and include a notice file or copyright information with their project.

What games or engines currently use BRUTAL?
Kitten Space Agency, developed by RocketWerkz, uses BRUTAL directly. Waylith, the engine associated with RimWorld, is built using BRUTAL as its foundation.

Who is Dean Hall?
Dean Hall is the creator of DayZ and the founder of RocketWerkz and Ahwoo. He has spent more than a decade in the games industry and has publicly criticized its current business practices while releasing BRUTAL as a free alternative to proprietary engine tooling.

Does BRUTAL compete directly with Unity or Unreal Engine?
Not directly. BRUTAL requires more in-house engineering capability than a packaged commercial engine and is better suited to studios building custom tooling than to teams wanting a finished, ready-to-use engine.

What did Dean Hall say about the games industry?
Hall said the industry is rotting from its core outward and has been for some time, attributing the decline in part to greed and downward price pressure across the tools and licensing market, according to reporting from GamesRadar+.

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Owen Castellanos

Owen Castellanos

Hardware & Gaming Reporter

Owen Castellanos is the Hardware & Gaming Reporter at TrendinTech, where he tests graphics cards, processors, consoles and peripherals and follows the games industry, from the major publishers to independent studios. He writes for readers who want to know whether a product is worth the money, and he is not shy about saying when it is not.

All stories by Owen Castellanos (373)

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