For those unfamiliar, the studio behind S&box is Facepunch, creators of Garry's Mod and Rust. Facepunch as a company doesn't get much attention but they're wildly successful. Started as just some guy in a bedroom, now ~$100m/year in revenue (all via Steam), $100m in the bank, ~100 employees and almost entirely a company of game developers (maybe 20% of employees are administrative staff). Still owned and ran by the founder, Garry. S&box (and Garry's Mod and Rust) is pure game developers making things they want to make.
I occasionally play Rust but I've never written a line of Rust, so almost everyday I do a double-take when reading HN. So its pretty amusing to see HN be the one getting mixed up for a change.
Oooo, I remember Garry Newman! I found his UI library GWEN (GUI Without Extravagant Nonsense) when I was still in uni and working on my game engine. It's been abandoned for 9 years now, nice to see he's still working on cool tech.
S&box was based on UnrealEngine 4 until late 2020. I think Garry wanted to use the latest and greatest engine, then Valve continued to be friendly with him, and even though Valve wanted Source2 to be a VR platform, it was clear desktop was going to remain relevant, but the content creation tools on SteamVR Environments were a cut-down version of what was actually used to make Half-Life Alyx, but they gave Garry all the tools, and he moved to Source2, and built a .net "framework" to make it faster to develop and iterate in Source2. So Garry's tools are now an open version of the closed tools that Valve didn't want to release that they used to make Alyx.
Finally there's another serious competitor to UE and Unity.
Yet another one. Along with Stride, Godot, Unigine, O3DE, Flax and tens more. All look like they just want be clone of UE: generic dark UI with inspector, scene hierarchy, asset browser in the bottom and play button in the top. Zero creativity and innovation. Where's Emacs or Vim of game engines which brings its own unique philosophy?
I don’t understand this take. The abundance of game engines has never been greater, both open and proprietary. As has the abundance of indie games. Some people make a distinction between more batteries-included engines with editors etc. and “game frameworks”, which are supposedly more bare-bones libraries such as Bevy or Babylon.js. Maybe that’s what you’re after?
And then the forums and subreddits are flooded with miserable folks complaining about how destructive, inextensible and unpleasant to use those experiences are.
This is not the problem of UI in engines itself, it's problem of how long it takes to bring it to acceptable state with all those moving parts. For UE, Unity and Blender it took decades.
I would suppose anyone being creative and innovative with their game engines are happily using their creation without trying to turn it into a community or business model to the point where you would have heard of it.
Who cares about the UI. A game engine is the library code needed to make games, not the editor UI. Just use vim to edit your files if that's what you want.
Complaining about the UI color and button layout of an game _engine_ is a bit like comparing aircraft carriers by the color of the rug in the control room. What about the built-in tools for organizing and connecting assets, format support, how user input is handled, the batteries-included ways to model game state, and all the ways of interconnecting all those things in the code the engine provides? Does anyone have interesting comparisons/notes around those subjects as it relates to the S&box engine?
I really like all the cultural oddities that Garry's Mod spawned. All of the indie animation. It was a big piece of machinima / virtual filmmaking / YouTube history and absolutely paved the way for VTubing and Unreal Engine in film.
Any idea if Facepunch or Valve retain rights to "Skibidi Toilet"?
This is cool, though I'm reluctant to give praise when they have been so weird with Linux support on their games.
It was annoying after buying Rust to learn that you can't play on official servers on Linux. The game runs fine on Linux, the devs just don't allow it.
They're pretty clear about the reason - their anticheat supports Linux, but enabling it would make it much easier to cheat because it's not nearly as effective on there, and they decided the cons outweigh the pros.
Apex Legends went through the same issue when they enabled Linux support, cheaters swarmed to Linux en-masse because it was so trivial to evade detection even with free/public cheats, and after a year or so the devs threw in the towel and blocked Linux again.
They're not doing this out of spite, they'd be happy to take your money if there were no downside, but unfortunately it is a trade-off for games which are sensitive to being ruined by cheaters. At least for now.
> The game runs fine on Linux, the devs just don't allow it.
The native Linux build never worked that well. Something was always broken because Unity's Linux support is/was spotty. Upgrading Unity versions would break random things.
Anticheat is the issue holding back Proton support, though.
I really struggle to wrap my head around how this engine works. I haven’t used it, but I have experience with Source 1 and its systems and I imagine Source 2 is an extrapolation of that. But I really can’t wrap my head around how they’ve turned it into a scene-based game engine when Source 2 is map-based, how they’ve managed to build a completely different editor that still leverages Hammer maps somehow, and all the other stuff.
I've never tried s&box but Source 2 did overhaul the map and asset pipeline quite a bit, everything's a plain mesh instead of BSP and maps are also regular .dmx files, so I'd imagine it's slightly easier to build tools that work on top of it
That's pretty shaky ground too, even if you can overlook the foundation being closed source, Valve aren't really known for supporting their engines very well beyond their own internal needs. They're not trying to be Epic or Unity.
The most obvious aspect to that is that Source 2 doesn't support consoles. Valve don't need it, so they didn't implement it.
> Valve aren't really known for supporting their engines very well beyond their own internal needs.
Valve has a long history of supporting the modding community and outside users of Source, not sure where you're getting your information from but I don't think they've worked with the Source engine before. One of the biggest and most popular mods of all time was built on Source, and took the world by storm, with pretty big support by Valve through the years as well. Eventually they even bought the whole IP.
That was then, in 2025 they don't have a public Source 2 SDK, nor do they generally license the engine to third parties, S&box being the sole exception. They barely have their toes in the middleware game anymore.
Even when they were more open with their tech it was on the basis of "you can play with the tools we used to make Half Life and if your idea is sufficiently Half Life shaped then it will probably work", not trying to be a general purpose toolkit a la Unity.
S&B existing and being what it is, effectively makes it the Source 2 SDK, although it's not from Valve. But fair point Source 2 isn't licensed to others, I think the expectation is that if you wanna build a Source 2 game, you have to use S&B. At least for now, who knows what their ideas and ambitions really lie.
>They barely have their toes in the middleware game anymore.
Well they do have Steam Audio but yeah I agree. I think Epic is much better in this space, even though its only source available in practice they do a lot to support engine modifications and also accept external PRs. I think Valve has a lot to gain from open sourcing Source 2 and they should realize how important modding was to their initial success. The issue is now they can just print money with Steam so there is no need to invest in modding support.
Oh right, that's more reassuring. I guess you'd still have to cut a deal with Valve to use FPs fork commercially though? Which is a wildcard since the licensing terms aren't public as far as I can tell.
It feels like Valve's management changed a few years (decade?) ago. I remember when they were still shipping SDKs and proper mod support, even for their multiplayer games. Today they are just killing everything that could divert revenue from their cash cow CS2 and shipping a half baked js-based scripting engine for their maps. (And in the meanwhile they kill fan projects like CS:Legacy, which is a whole game and not even a mod, with their army of lawyers. I don't think stuff like this would have happened 13+ years ago).
All of their games (Dota 2, CS, and the other ones they hardly maintain anymore) are basically just passion projects at this point, lingering on from a bygone age when they were a game development company.
Their most recent title, Half-Life: Alyx, probably only got greenlit because someone internally was able to convince leadership that it would help sell VR headsets.
Dota2 as well. Like I'm sure CS2/Dota2 are small compared to Steam, but the revenue from these games alone dwarfs what most other companies are making.
Valve's financials are nonpublic, and any numbers you find are rough, indirect estimates.
In any case, my point was not that these games make no money, but simply that Valve doesn't need them. The total number of people buying games on Steam vastly dwarfs the number of people who play Dota 2 and CS2 (even just counting total players - how much more when you narrow down to players who spend money).
>Once you have access to the developer preview, please use developer docs and discord to figure stuff out. Yes, I hate that every community is moving to discord and no-one uses forums anymore too, but it's the way the world is.
that cute snide comment won't somehow ensure that all of your community discussion isn't lost to discord-rot in a few short years.
For those unfamiliar, the studio behind S&box is Facepunch, creators of Garry's Mod and Rust. Facepunch as a company doesn't get much attention but they're wildly successful. Started as just some guy in a bedroom, now ~$100m/year in revenue (all via Steam), $100m in the bank, ~100 employees and almost entirely a company of game developers (maybe 20% of employees are administrative staff). Still owned and ran by the founder, Garry. S&box (and Garry's Mod and Rust) is pure game developers making things they want to make.
Oh, you mean Rust (the game[1]), not Rust (programming language[2]).
[1]: https://store.steampowered.com/app/252490/Rust/
[2]: https://rust-lang.org/
I occasionally play Rust but I've never written a line of Rust, so almost everyday I do a double-take when reading HN. So its pretty amusing to see HN be the one getting mixed up for a change.
Oooo, I remember Garry Newman! I found his UI library GWEN (GUI Without Extravagant Nonsense) when I was still in uni and working on my game engine. It's been abandoned for 9 years now, nice to see he's still working on cool tech.
[1] https://github.com/garrynewman/GWEN
He also made the UI framework used by S&box. It's based on HTML/CSS + Razor but is not rendered with a browser.
https://sbox.game/dev/doc/systems/ui/razor-panels/
Isn't Rust Unity-based? Was he just too fed up with Unity and decided to roll his own engine?
S&box was based on UnrealEngine 4 until late 2020. I think Garry wanted to use the latest and greatest engine, then Valve continued to be friendly with him, and even though Valve wanted Source2 to be a VR platform, it was clear desktop was going to remain relevant, but the content creation tools on SteamVR Environments were a cut-down version of what was actually used to make Half-Life Alyx, but they gave Garry all the tools, and he moved to Source2, and built a .net "framework" to make it faster to develop and iterate in Source2. So Garry's tools are now an open version of the closed tools that Valve didn't want to release that they used to make Alyx.
Finally there's another serious competitor to UE and Unity.
Yet another one. Along with Stride, Godot, Unigine, O3DE, Flax and tens more. All look like they just want be clone of UE: generic dark UI with inspector, scene hierarchy, asset browser in the bottom and play button in the top. Zero creativity and innovation. Where's Emacs or Vim of game engines which brings its own unique philosophy?
I don’t understand this take. The abundance of game engines has never been greater, both open and proprietary. As has the abundance of indie games. Some people make a distinction between more batteries-included engines with editors etc. and “game frameworks”, which are supposedly more bare-bones libraries such as Bevy or Babylon.js. Maybe that’s what you’re after?
"Where's Emacs or Vim of game engines which brings its own unique philosophy?"
All forgotten in obscurity.
When making a game, people are usually not so much interested in the philosophy of their tools, but shipping things with it as soon as possible.
That means working as expected.
And then the forums and subreddits are flooded with miserable folks complaining about how destructive, inextensible and unpleasant to use those experiences are. This is not the problem of UI in engines itself, it's problem of how long it takes to bring it to acceptable state with all those moving parts. For UE, Unity and Blender it took decades.
I would suppose anyone being creative and innovative with their game engines are happily using their creation without trying to turn it into a community or business model to the point where you would have heard of it.
Who cares about the UI. A game engine is the library code needed to make games, not the editor UI. Just use vim to edit your files if that's what you want.
Complaining about the UI color and button layout of an game _engine_ is a bit like comparing aircraft carriers by the color of the rug in the control room. What about the built-in tools for organizing and connecting assets, format support, how user input is handled, the batteries-included ways to model game state, and all the ways of interconnecting all those things in the code the engine provides? Does anyone have interesting comparisons/notes around those subjects as it relates to the S&box engine?
I'd guess S&box is more an extension of Garry's Mod rather than a reaction to Unity
That's an amazing story.
I really like all the cultural oddities that Garry's Mod spawned. All of the indie animation. It was a big piece of machinima / virtual filmmaking / YouTube history and absolutely paved the way for VTubing and Unreal Engine in film.
Any idea if Facepunch or Valve retain rights to "Skibidi Toilet"?
This is cool, though I'm reluctant to give praise when they have been so weird with Linux support on their games.
It was annoying after buying Rust to learn that you can't play on official servers on Linux. The game runs fine on Linux, the devs just don't allow it.
https://www.pcgamer.com/games/survival-crafting/rust-develop...
They're pretty clear about the reason - their anticheat supports Linux, but enabling it would make it much easier to cheat because it's not nearly as effective on there, and they decided the cons outweigh the pros.
Apex Legends went through the same issue when they enabled Linux support, cheaters swarmed to Linux en-masse because it was so trivial to evade detection even with free/public cheats, and after a year or so the devs threw in the towel and blocked Linux again.
They're not doing this out of spite, they'd be happy to take your money if there were no downside, but unfortunately it is a trade-off for games which are sensitive to being ruined by cheaters. At least for now.
> The game runs fine on Linux, the devs just don't allow it.
The native Linux build never worked that well. Something was always broken because Unity's Linux support is/was spotty. Upgrading Unity versions would break random things.
Anticheat is the issue holding back Proton support, though.
I really struggle to wrap my head around how this engine works. I haven’t used it, but I have experience with Source 1 and its systems and I imagine Source 2 is an extrapolation of that. But I really can’t wrap my head around how they’ve turned it into a scene-based game engine when Source 2 is map-based, how they’ve managed to build a completely different editor that still leverages Hammer maps somehow, and all the other stuff.
I've never tried s&box but Source 2 did overhaul the map and asset pipeline quite a bit, everything's a plain mesh instead of BSP and maps are also regular .dmx files, so I'd imagine it's slightly easier to build tools that work on top of it
It is a heavily modified Source 2.
Their site appears down, here's the github repository: https://github.com/Facepunch/sbox-public
It depends on Source 2, which is not open source.
That's pretty shaky ground too, even if you can overlook the foundation being closed source, Valve aren't really known for supporting their engines very well beyond their own internal needs. They're not trying to be Epic or Unity.
The most obvious aspect to that is that Source 2 doesn't support consoles. Valve don't need it, so they didn't implement it.
> Valve aren't really known for supporting their engines very well beyond their own internal needs.
Valve has a long history of supporting the modding community and outside users of Source, not sure where you're getting your information from but I don't think they've worked with the Source engine before. One of the biggest and most popular mods of all time was built on Source, and took the world by storm, with pretty big support by Valve through the years as well. Eventually they even bought the whole IP.
That was then, in 2025 they don't have a public Source 2 SDK, nor do they generally license the engine to third parties, S&box being the sole exception. They barely have their toes in the middleware game anymore.
Even when they were more open with their tech it was on the basis of "you can play with the tools we used to make Half Life and if your idea is sufficiently Half Life shaped then it will probably work", not trying to be a general purpose toolkit a la Unity.
S&B existing and being what it is, effectively makes it the Source 2 SDK, although it's not from Valve. But fair point Source 2 isn't licensed to others, I think the expectation is that if you wanna build a Source 2 game, you have to use S&B. At least for now, who knows what their ideas and ambitions really lie.
>They barely have their toes in the middleware game anymore.
Well they do have Steam Audio but yeah I agree. I think Epic is much better in this space, even though its only source available in practice they do a lot to support engine modifications and also accept external PRs. I think Valve has a lot to gain from open sourcing Source 2 and they should realize how important modding was to their initial success. The issue is now they can just print money with Steam so there is no need to invest in modding support.
> Valve aren't really known for supporting their engines very well beyond their own internal needs
They don't need to. S&box uses a fork of Source 2 that is maintained by Facepunch, with Valve's upstream changes merged in as needed.
Oh right, that's more reassuring. I guess you'd still have to cut a deal with Valve to use FPs fork commercially though? Which is a wildcard since the licensing terms aren't public as far as I can tell.
There is already a deal between Valve and Facepunch. I don't know all the terms but you will need to publish your game to Steam (not exclusively).
https://sbox.game/dev/doc/systems/game-exporting/ (bottom of page)
I doubt its much of a deal. Garrys Mod and Rust have both been wildly successful (which means Valve has made tons of money off them as well)
My point is, if I were Valve id let Garry run wild with my engine--no deal needed. Hes proven himself more than once. Just a thought!
Originally people thought the Source 2 sdk, was going to be released with Half Life Alyx, but it never materialized.
It feels like Valve's management changed a few years (decade?) ago. I remember when they were still shipping SDKs and proper mod support, even for their multiplayer games. Today they are just killing everything that could divert revenue from their cash cow CS2 and shipping a half baked js-based scripting engine for their maps. (And in the meanwhile they kill fan projects like CS:Legacy, which is a whole game and not even a mod, with their army of lawyers. I don't think stuff like this would have happened 13+ years ago).
Valve's cash cow is Steam.
All of their games (Dota 2, CS, and the other ones they hardly maintain anymore) are basically just passion projects at this point, lingering on from a bygone age when they were a game development company.
Their most recent title, Half-Life: Alyx, probably only got greenlit because someone internally was able to convince leadership that it would help sell VR headsets.
CS2 makes an enormous and non-negligible amount of money.
Dota2 as well. Like I'm sure CS2/Dota2 are small compared to Steam, but the revenue from these games alone dwarfs what most other companies are making.
Valve's financials are nonpublic, and any numbers you find are rough, indirect estimates.
In any case, my point was not that these games make no money, but simply that Valve doesn't need them. The total number of people buying games on Steam vastly dwarfs the number of people who play Dota 2 and CS2 (even just counting total players - how much more when you narrow down to players who spend money).
They just opened up the source to TF2 with an SDK not too long ago. Explicitly for modding and community driven development.
https://www.teamfortress.com/post.php?id=238809
I always enjoyed Garry's blog.
It just seemed like a public diary. And a place to vent about dev,life,w/e. He seems to be unapologetic-ally himself.
Although I was pretty sure there used to be more posts (although maybe I'm conflating his posts there with his contributions to his old forums.)
https://garry.net/posts/
The comments are hilarious. Every file has multiple profanity-filled rants.
https://github.com/Facepunch/sbox-public/blob/8b1d58d524c37f...
Log.Error( "Fucked" );
I'd be interested in calculating the average profanity per-file count for projects that get open-sourced like this.
It’s a lot. And more profanity often means better code.
https://arstechnica.com/science/2023/03/is-code-that-contain...
omg it's great: https://github.com/search?q=repo%3AFacepunch%2Fsbox-public%2...
Searching for "fuck" yields 81 files. Searching for "shit" yields 146 files. Only two files for "cunt" though.
I really feel like that name is going to cause them issues with the other game builder with the same name:
https://www.sandbox.game/en/
>Once you have access to the developer preview, please use developer docs and discord to figure stuff out. Yes, I hate that every community is moving to discord and no-one uses forums anymore too, but it's the way the world is.
that cute snide comment won't somehow ensure that all of your community discussion isn't lost to discord-rot in a few short years.
keep your fate in your own hands..
(unless you just don't care)
Give how abruptly Facepunch forums went down last time, I'm not sure if Discord is the one to worry about in this equation.
The license: https://github.com/Facepunch/sbox-public/blob/master/LICENSE...
MIT + copyright retention requirement
Except all third party components that are included in the source, maintain their own license.
Woohoo, G man made it to HN! I believe in this project and am very hopeful as new game modes and models are added
As a web dev, I pronounce that sampersandbox.
I heard Valve was going to Open Source the Source Engine when they launched the Steam Machine.
Can we use the team fortress 2 release of source?
Oh. It's a modding sdk.
https://github.com/ValveSoftware/source-sdk-2013
and also source 1