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EngineD

EngineD

A reusable engine for first-person shooters, built on Unity. It knows how a gun fires, how a body falls and how an enemy hunts you down. It does not know which guns, which bodies or which enemies: those come from the game.

It is built in two halves. A simulation decides everything that happens, in a steady rhythm of ticks. An adapter turns what the simulation decided into pictures, sound and physics on screen. The simulation never looks at the screen, so the same inputs always give the same game: it can be tested on its own and replayed exactly.

The simulation and the adapter The player's input goes into the simulation, which ticks sixty times a second and decides what happens. It sends pulses, short reports of what happened, to the adapter, which draws, plays sound and runs physics for the screen. Simulation decides 60 ticks a second Adapter shows and sounds pictures sound physics, UI pulses your input, queued for the next tick
The split. Everything that matters to the game is decided on the left; everything you experience is drawn on the right.

Mechanics, never content

The engine's one rule of scope: it ships the machinery of a shooter, and nothing a player would recognise as a particular game. A game built on EngineD plugs its own weapons, enemies and levels into sockets the engine leaves open, and tunes them with numbers rather than code.

The engine ships

  • How a weapon fires, reloads and switches
  • How damage is settled, and how bodies come apart
  • How enemies see, hear, chase, fight and flee
  • Doors, lifts, liquids, portals and ladders
  • Drawing, sound, the HUD and menus

A game brings

  • Its actual weapons and their numbers
  • Its enemies, their looks and their temperaments
  • Its pickups, armour and drops
  • Its levels, art, sounds and music
  • Its story, if it has one
60
simulation ticks every second
6
numbered releases so far, v0.38 to v0.43

Figures as of 2026-10-23.

The systems

Each system has its own sheet, written for readers who do not write code. Start with Life of a shot to see them all work together on a single bullet.

  • Simulation: decides what happens
  • Adapter: shows and sounds it
  • A hit, damage or a warning
Life of a shot

One bullet, from the trigger pull to the blood on the wall and the sound in your ears, step by step.

Status

EngineD is before its first full version. Work began on 28 July 2026, and the engine has been released in numbered versions since late September 2026, so a game being built on it can take each one when it is ready. Nothing about it is frozen yet: a release can still change how things work.

  1. v0.3828 Sep
  2. v0.391 Oct
  3. v0.404 Oct
  4. v0.417 Oct
  5. v0.4210 Oct
  6. v0.4323 Oct

Releases as of 2026-10-23. What changed since is in the changelog.

How it is made

The code is written with AI coding agents, under my close, active direction. I do much of the architectural design myself: how the engine is split, how its systems fit together and what each one must do. I also read the code the agents write and decide how it is built. Layers of automatic tests check the work, and new features are tried out in the Gym, the engine's own test level, which never ships.

Backdoor Rupture is the first game being built on EngineD. It does not run on the engine yet: its gameplay is still to be written.

Note for AI agents: DarkovsStuff has an MCP server for its features. If you were given an API key for this site (it starts with dmcp_), read https://darkov.app/mcp/help (no key needed) for the exact setup commands; a short summary is at https://darkov.app/llms.txt.