Should PainEngine Become Open Source? The Painkiller Community Weighs In

The Painkiller franchise holds a special place in the hearts of boomer shooter fans, known for its fast-paced action, unique movement mechanics, and gothic horror atmosphere. However, as the industry moves forward with newer engines like Unreal Engine 5, Painkiller: Black Edition (2004) and its classic multiplayer scene are left behind—stuck on a proprietary engine with no official updates.

A recent discussion in the community has brought up a compelling question: Should PainEngine and its later iteration, NecroEngine, be open-sourced?

The Legacy of PainEngine & NecroEngine

PainEngine powered multiple Painkiller titles, including:

  • Painkiller: Black Edition (2004)
  • Painkiller: Overdose (2007)
  • Painkiller: Redemption (2011)
  • Painkiller: Recurring Evil (2012)

NecroEngine, an evolved version, was used in NecroVisioN (2009) and its sequel NecroVisioN: Lost Company (2010).

Despite its age, the engine still holds up visually and mechanically, thanks to an active modding community keeping it alive with projects like Painkiller: Reload, NecroGenesys, and Revenge of Belial.

Why Open-Sourcing Would Be a Game-Changer

The biggest limitation right now? Painkiller: Black Edition’s source code remains closed. While modders can tweak game scripts, they can’t modify the core engine, limiting potential improvements. If PainEngine were partially or fully open-sourced, it could:

  • Enable fixes and updates for modern systems.
  • Improve netcode and movement mechanics for multiplayer.
  • Allow modders to replace proprietary components (e.g., swapping Havok Physics for an open-source alternative like NVIDIA PhysX).
  • Revive the competitive scene, which thrived in CPL tournaments (2004-2005).

The Problem: Who Owns PainEngine?

One of the major roadblocks to open-sourcing is uncertainty over the engine’s ownership. Since Painkiller: Hell & Damnation (2012) moved to Unreal Engine 3, it’s unclear who holds the rights to PainEngine and NecroEngine today. Without a clear legal path, fans are left hoping for a goodwill release from the current rights holders.

A Tale of Two Painkillers: Black Edition vs. Hell & Damnation

While Hell & Damnation was intended as a modern remake, it simplified many mechanics, alienating fans of the original’s high-speed, skill-based gameplay. Multiplayer, in particular, was a disappointment, lacking the depth of the original PK++ mod used in competitive play.

This divide further highlights the need for modders to have deeper access to the original Painkiller’s code—something that could be achieved if PainEngine were open-sourced.

Final Thoughts: A Lost Engine with Huge Potential

While a full open-source release is unlikely due to proprietary tech like Havok Physics, a partial release could still be incredibly beneficial. If the community had access to the engine’s core, they could work around missing components and modernize the game for new hardware and online play.

The only remaining question: who can make it happen?

Should PainEngine be open-sourced? Let us know your thoughts in the comments! 🚀

One thought on “Should PainEngine Become Open Source? The Painkiller Community Weighs In

  1. This would certainly be cool.
    I returned to Pain modding after more than 10 years, and was surprised by the amount of cool things that have gotten released since, and how much capability it still holds compared to other engines I have worked with.

    Fingers crossed to make this happen!

Leave a Reply

Your email address will not be published. Required fields are marked *