While the gaming world is familiar with powerful engines like Unreal and Unity, the lesser-known Bitsquid engine, acquired and rebranded as Autodesk Stingray before its discontinuation in 2018, still holds a place in the development of some indie games. Initially powering a small number of Swedish indie games, Bitsquid became the tool of choice for Arrowhead Game Studios and Fatshark, even following the engine’s cessation. Autodesk’s decision to discontinue Stingray did not deter these studios from using it in their latest projects, such as Fatshark’s “Warhammer 40,000: Darktide” in 2022 and Arrowhead’s “Helldivers 2.”
Choosing Legacy Over Change
Arrowhead CEO Johan Pilestedt revealed that their popular co-op shooter “Helldivers 2” operates on what is now considered abandonware. Despite the engine’s support ending before the completion of the game, the developers decided against switching to a different engine, driven by their extensive experience and expertise with Stingray. This decision reflects a common dilemma in game development: the challenge of abandoning familiar tools and the expertise built around them, even when support and updates cease to exist.
Stingray’s Deep Roots in Studio History
Arrowhead’s commitment to Stingray stems from its long-term use in their games over 16 years. The studio’s deep understanding of the engine, demonstrated in previous projects like “The Showdown Effect” and the original “Helldivers,” played a significant role in continuing with Stingray for their latest development. This dedication is shared by Fatshark, which also persevered with the engine for “Darktide” even after its official discontinuation.
The studios’ loyalty extends beyond the engine itself to its creators, Niklas Frykholm and Tobias Persson. Both Arrowhead and Fatshark have a history of supporting these industry veterans, dating back to their initial adoption of Bitsquid and continuing through early investments in their subsequent engine project, Our Machinery. However, the new engine’s abrupt end raised questions about the long-term viability of the tools developed by Frykholm and Persson.
Despite these challenges, Arrowhead has managed to adapt and modify Stingray to suit their modern development needs. This process of continuous improvement and customization may eventually lead to a distinct identity for the engine used in “Helldivers 2,” blurring the lines between the original Stingray and a new, bespoke toolset.
The story of Arrowhead and Fatshark’s fidelity to the Stingray engine is a testament to the complexities of game development and the intricate relationships between developers and their tools. It showcases a commitment to familiar technology as well as the ability to evolve and innovate within the constraints of discontinued software.