The action-adventure game engine for auteurs, built against theft.
Blackwhole / The engine
In development
Protection from the shipping format to the content pipeline.
Strip editor data. Encrypt content. Raise the cost of extracting a reusable game.
Check access before releasing a region. Keep unadmitted content sealed.
Per-copy fingerprints and creation records support the investigation of leaks.
Player’s machine Local rendering & play
Content decrypted for local play can still be captured. Fingerprinting is being researched for traceability; admitted regions are designed to remain playable offline.
Engine options alongside Blackwhole’s planned architecture.
Native code does not make assets secret. Encryption at rest does not prevent capture during play. Options vary by engine version, platform and build.
Engine documentation: UnityUnrealGodot