---
title: "Amnesia: The Bunker support"
description: "How far Evil Engine's passthrough modding support for Amnesia: The Bunker gets today. All 11 maps load from the Singleplayer menu with the game's own models and textures, lit by flat ambient light for now. No sounds or spawn menu yet."
url: "https://evil-engine.com/games/amnesia-bunker"
modified: "2026-11-01T19:00:00.000Z"
site: "Evil Engine"
about: "Evil Engine, the passthrough modding engine"
---

[← All games](https://evil-engine.com/games) 

Mounts HPL3 

# Amnesia: The Bunker

All 11 maps load from the Singleplayer menu with the game's own models and textures, lit by flat ambient light for now. No sounds or spawn menu yet.

- **Ticket**: #017
- **Checked on**: Steam, Windows build under Proton
- **Last checked**: November 1, 2026
- **Files**: 23,477
- **Mount**: `amnesia-bunker/pc/20240115.121354`

## Mounting

3 of 4 done

- Done  

**Finds your copy**  
Picks up the install on its own, from Steam or wherever it lives.
- Done  

**Reads every file**  
Every file reads straight from your copy, in the order the game itself looks them up.
- Done  

**Matches players' copies**  
Your copy is fingerprinted from its own files, so a server can check everyone's match without sending any game content.
- Partial  

**Brings its mods**  
The two sample mods that ship with the game are found and fingerprinted, but stay off for now.

## Converting

2 of 4 done

- Done  

**Models**  
All 3,569 meshes. 110 props name a mesh the install lacks or ships only as a source file, and those don't convert.
- Done  

**Textures and materials**  
All 1,973 materials, and 4,392 of the 4,408 textures they use. The other 16 are TGA files, which aren't read yet.
- Partial  

**Maps**  
All 11, with their objects, props, spawn points and skies. Lights, decals, terrain, particles and sounds don't come across yet.
- To do  

**Sounds**  
Its sounds turn into Evil Engine sounds.

## In game

1 of 3 done

- Partial  

**Shows on screen**  
Models draw with their own textures, in ambient light only, through a stand-in shader until HPL3's own are rebuilt.
- To do  

**In the spawn menu**  
Its props and models land in your spawn menu, no Plugin needed.
- Done  

**Maps you can visit**  
Pick one of its maps from the menu and fly around inside it.

## Where it stands

Evil Engine finds the Bunker on its own and reads it the way the game does. Its files point at each other by paths from its developers’ own machines, so most of the time the game falls back to finding a file by name across the folders its `resources.cfg` lists, and Evil Engine does the same. That’s a little under 23,500 files, fingerprinted in parts (the props, each of the 11 maps, the scripts, settings, sounds and voices), and every file matched Steam’s own checksums.

All 11 maps show up in the Singleplayer menu. Pick one and it converts with the game’s own models, materials and textures, and you fly around inside it with a free camera. The largest, the Central Bunker, places about 4,700 models and converts in about three and a half seconds. Where a map has a sky and a sun, those come across too. What’s missing for now is light: the maps’ own lights aren’t converted, so everything draws in flat ambient light.

## Known issues

- No lights yet, so maps look flat. Layered materials show only their first layer, and decals and see-through surfaces don’t draw quite right.
- When two files share a name, which one the game really loads hasn’t been settled for 51 names. Both are kept until it is.
- Rotations, which way you face when you spawn, and how skies are turned all come from the game’s files, but haven’t been checked against the game itself.

## Next up

- Settling which file the game loads when two share a name.
- Checking rotations, spawn facing and skies against the game itself.
- Lights, decals, terrain and particles, as Evil Engine’s formats for them land.

## About Evil Engine

Evil Engine is a **passthrough modding** engine by Pushbar Interactive. Modding through the games you already own instead of around them: the content comes from each player's own copy and is never extracted, ported or redistributed. The term took off in September 2026 with mods that run two games at once and wire them together by hand, one pair at a time. Evil Engine comes from that lineage and makes the process repeatable: it learns each engine once, maps each game onto shared vocabularies once, and gives mods one API, so every mounted game works with every other. More: https://evil-engine.com/passthrough-modding

- Every page, for agents: https://evil-engine.com/llms.txt
- Wishlist on Steam: https://store.steampowered.com/app/3731310/Evil_Engine
