S&box is now an open source game engine

Facepunch drops it free; fans hype while skeptics shout “not Source 2”

TLDR: Facepunch open-sourced s&box under a no-strings MIT license, but debate rages because it still relies on Valve’s closed Source 2 tech. Fans are hyped, confused, and amused by spicy code comments, while devs tout prettier terrain and big bug fixes—making this a bold, messy win for indie creators.

Facepunch just tossed the doors wide open: s&box is now free and open source under the MIT license, with code on GitHub. The devs say you can fork it, ship a game, or just peek under the hood. But the top comment mood? “Cool… but it still rides on Valve’s Source 2,” which isn’t open. That sparked the day’s hottest debate: is this a bold gift to devs or “open source with an asterisk”? The team did clarify: the low-level tech comes from Valve, but the editor, UI, networking, and more are their own—and now open.

Meanwhile, the community turned the repo into a spectacle. One user cackled that the code comments are full of “profanity-filled rants,” instantly meme-ifying the commit history. When the site hiccupped, someone dropped the GitHub link like a fire escape. Another wandered in asking if they could use the Team Fortress 2 engine—then discovered that’s a modding toolkit, not this. Techies are also scratching their heads over how s&box adds a “scene-based” workflow on top of Source’s “map-based” roots.

Under the drama, real upgrades landed: prettier terrain with less obvious tile patterns, a huge bug bash (VR rendering fixed), and a cleaner memory system for fewer crashes. Verdict: the code is open, the vibes are chaotic, and everyone’s reading the comments.

Key Points

  • s&box has been open-sourced under the MIT license and is available on GitHub.
  • The engine uses Valve’s Source 2 for low-level systems, while high-level systems (editor, networking, scene system, UI) are written in C#.
  • Terrain updates fix LOD seam issues and add an experimental anti-tiling technique by rotating texture segments.
  • Native memory allocation handling was rewritten, enabling AddressSanitizer and allocation tracing, and the allocator was switched from jemalloc to mimalloc.
  • A large set of bugs were fixed following major play mode changes, including issues with VR rendering, envmaps, swapchain leaks, TextEntry, cursors, size selection, and restoring GameEditorSessions.

Hottest takes

"It depends on Source 2, which is not open source." — tapoxi
"Every file has multiple profanity-filled rants." — Stevvo
"Oh. It’s a modding sdk." — iFire
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