Evil Engine press kit
Everything you need to write about Evil Engine.
Description:
Evil Engine is a passthrough modding engine: mount the games you already own, engine by engine, and mix them in one shared, multiplayer sandbox.
Point it at games you already own and it reads them right where they sit, converts their content into its own open formats as it loads, and pulls them into one shared sandbox. That's passthrough modding: nothing gets extracted, ported or redistributed, and every player brings their own copies.
It's made by Pushbar Interactive and is in early development. The devlogs cover what works today.
- Sandbox
- Multiplayer
- Moddable
- Crossover
Key points:
- Mounts the games you already own, read in place from install folders, workshop folders and disc images.
- Learns engines rather than games, so every game on an engine reads through the same code.
- Engine families mounting so far: Source, Unity, EA Pegasus, HPL2, HPL3, Phoenix, BeamNG, Quake, GoldSrc, Blitz3D, Unreal Engine and Maxis.
- Converts Source models, textures and materials into its own open formats as they load.
- Never ships or extracts anyone's game content. Copies are checked against each other without sending any of it.
- Planned: maps from any mounted game, one shared physics world, multiplayer, and Lua Plugins on Evil Engine's own API.
Logos and art:
Free to use in coverage of Evil Engine. Need something else? Ask at the press contact.
History:
Every step so far is a devlog. Oldest first:
- Half-Life 2's models in Godot: October 15, 2025
- It started as a creature creator: October 25, 2026
- How far the first version got: October 29, 2026
- Chasing Firefox's pixels: October 29, 2026
- Four games, one mount core: October 30, 2026
- Garry's Mod's materials, matched: October 31, 2026
- Starting over on purpose: October 31, 2026
- Proving the promises: October 31, 2026
- Motion between the poses: November 1, 2026
