---
title: "BattleBit Remastered support"
description: "How far Evil Engine's passthrough modding support for BattleBit Remastered gets today. Mounts from your own install, with its gear and each of its 35 maps as separate parts. Nothing converts or shows on screen yet."
url: "https://evil-engine.com/games/battlebit"
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 Unity 

# BattleBit Remastered

Mounts from your own install, with its gear and each of its 35 maps as separate parts. Nothing converts or shows on screen yet.

- **Ticket**: #014
- **Checked on**: Steam, Windows build under Proton
- **Last checked**: November 1, 2026
- **Files**: 176
- **Mount**: `battlebit-remastered/pc/3.0`

## 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.
- To do  

**Brings its mods**  
Its anti-cheat turns away modded clients. A copy with BepInEx is flagged, but its mods aren't read.

## Converting

0 of 4 done

- To do  

**Models**  
Its models turn into Evil Engine models.
- To do  

**Textures and materials**  
Its textures and materials turn into Evil Engine's own.
- To do  

**Maps**  
Its levels turn into Evil Engine maps.
- To do  

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

## In game

0 of 3 done

- To do  

**Shows on screen**  
Converted content actually draws in Evil Engine.
- To do  

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

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

## Where it stands

Evil Engine finds BattleBit Remastered on its own and reads its 176 files as one layer, in about a second. Like Schedule I, its code is compiled to native machine code, and nothing reads or runs it. The version, 3.0, comes from Unity’s settings.

Your copy is fingerprinted in parts a server would ask for: everything you can spawn, from weapons to vehicles, and one for each of the 35 maps with that under it. All 102 files in them matched Steam’s own checksums.

## Known issues

- The version number can stay at 3.0 across an update. The game’s code is part of the fingerprint, so an update still shows up as a different copy.
- The game hasn’t been launched on the checked copy, so the settings it writes haven’t been looked at.

## Next up

- Looking at the game’s settings once it’s been launched.
- Reading the spawn list and the maps, so they can convert.

## 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
