RocketWerkz releases open-source Brutal framework as Dean Hall slams Unreal and Unity

RocketWerkz founder Dean Hall released Brutal, a free open-source C# framework. Hall criticizes Epic's 5% royalty and warns both engines could add future fees. Brutal already powers six projects across three studios since development began in 2022. "You are only as independent as your tools are." - Dean Hall, RocketWerkz founder

Hall frames engine dependency as a loss of developer control
Hall says developers have surrendered extraordinary control to companies whose interests diverge from their own.
Epic takes a 5% royalty on game revenue above its licensing threshold, Hall notes.
Hall warns Unity or Epic could add fees developers can't resist.
"Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over." - Dean Hall, RocketWerkz founder

Brutal's architecture targets the royalty and licensing fee gap
Brutal is a C# framework with a custom interoperability layer for native API access.
It is not a full engine, focused on low-level efficiency over broad features.
It is free for commercial use, with no royalties and only an attribution requirement.
Development began in 2022, built jointly by RocketWerkz and Hall's distribution platform Ahwoo.

Early adoption shows traction beyond RocketWerkz's own output
Brutal has shipped in six projects across three studios since 2022.
RocketWerkz used it directly to build Kitten Space Agency, free in pre-alpha.
Ludeon Studios built its own Waylith engine on Brutal to power RimWorld.
Kerbal Space Program creator Felipe Falanghe is separately building a project with Brutal.

The hedge has limits Hall himself acknowledges
Hall says Brutal is not meant to replace Unreal or Unity for many projects.
RocketWerkz keeps Icarus on Unreal Engine 4, calling an engine switch too disruptive.
Hall admits Brutal will not solve all of the industry's problems.
"I am not saying my Brutal framework is the winner." - Dean Hall, RocketWerkz founder
What this means
For Publishers & Developers: Cost royalty-free framework stacks into greenlight budgets for new simulation-heavy PC titles.
For Investors & VC: Add engine-fee exposure and engine-switching costs to diligence on indie and simulation studios.
For Service Vendors: Pitch custom-engine tooling and C# native-interop engineering to studios building in-house engines.