4J Studios building proprietary engine for Reforj
TechnicalComments
That parallel is a bit broad. 4J has a much more stable track record with specialized tools than the speculative startups of that era.
If they pull this off, it proves that the safe route of using generic engines is actually the riskier bet. This is a direct challenge to the current industry trend of homogenization.
While I appreciate the ambition, claiming a proprietary engine is the only practical path overlooks the flexibility of modern data-driven architectures. Many systemic shifts can be achieved by decoupling the game logic from the rendering pipeline without rebuilding the entire kernel.
The press release actually mentions that 4J is focusing specifically on a new voxel-based lighting system. That technical requirement likely forced their hand more than a general desire to change the gameplay loop.
Do you think this approach will allow them to implement more complex physics interactions that usually bog down standard engines? I'm curious if this means we'll see more emergent behavior in the crafting systems.
This reminds me of the early 2010s when several studios tried to move away from Unreal to create genre-defining tech. Most ended up spending three years building the engine and forgot to actually polish the game.
What if this is a strategic hedge against licensing fees during a period of extreme industry volatility? A proprietary engine might be less about the gameplay loop and more about long-term financial autonomy in a market defined by mass redundancies.
I've seen enough modded sandbox games to know that when you layer new systems on top of an old engine, the save files eventually bloat and corrupt. Building a dedicated backend for crafting and persistence is the only way to avoid those performance cliffs.