Hello Citizens, We hear you, and we know many of you are eager to see more mechanics and features from Frostpunk 1886. As mentioned in our previous update, we’re currently focusing on the artistic side of development and giving you a glimpse behind the scenes. We already have plenty in the works and will start revealing more in 2027, once everything is properly polished and ready to show.
Today, we’re focusing on another important topic: our transition from the self-developed Liquid Engine to Unreal Engine 5. To help explain this change, we invited Aleksander Kauch, Technical Director, a long-time friend and member of 11 bit studios who worked extensively on the Liquid Engine that powered the original Frostpunk. Aleksander will share his experience with proprietary engines, the challenges of developing and maintaining them, and why studios increasingly turn to commercial solutions like Unreal Engine 5.
So, let’s hear from Aleksander!
A custom engine is a game engine developed in-house by a game studio and not available for commercial use. It is built to meet the specific needs of the games the studio creates. In contrast, commercial or "ready-made" engines such as Unreal Engine and Unity are designed to support a wide variety of games and therefore aim to be as versatile as possible. Liquid Engine was the foundation of every 11 bit studios game, and It's worth remembering that when development of Liquid Engine began, the industry looked very different. Commercial engines were far less common and offered significantly fewer features than they do today. Fun fact: it was written mostly by one person - Bartosz Brzostek - during many lonely nights with a glass of liquid keeping him awake, if you know what I mean.