Stack
Technologies
Two engines. Two houses. Phoenix Limit ships on a custom Unreal Engine 4, versioned in P4V. Benjer Software is building Panama in Rust.
Phoenix Limit
Custom UE4, versioned in P4V
The games under Phoenix Limit — Alternate Universe, The Multiverse Trilogy, Scuffy Game, My Dad Left Me — are not sitting on a stock Epic launcher build. They run on our own Unreal Engine 4, and the whole tree lives in Helix Core. P4V is the client the team actually works in.
- Engine
- Custom Unreal Engine 4
- VCS
- Helix Core
- Client
- P4V
- Collab model
- Exclusive checkout on assets
Why P4V, not Git
Unreal content is not text. Maps, materials, Blueprints, skeletal meshes, and sequencers are .uasset and .umap binaries. Git will store them, LFS will shuffle them, and a merge will still be a coin flip. Two people opening the same map is a lost afternoon.
Perforce is built for that file. Exclusive checkout is the collab model: you check the asset out in P4V, everybody else sees the lock and who holds it, you submit a changelist, they Get Latest. No merge tool for a binary. No "I thought I had the latest."
Helix Core also does not pretend a 40 GB uncooked tree is a Git repo with extra steps. Workspaces pull what the stream maps — engine binaries for an artist, full source for a programmer — instead of cloning the universe.
The custom UE4 build
We compile Unreal Engine 4 from source. That build is the editor the team launches, the runtime the games cook against, and a first-class citizen in the depot — not a silent install from the Epic launcher. Engine modules, platform hooks, and game plugins version with the titles that depend on them.
A game changelist is only as good as the engine changelist it was built on. If the editor moves, the content moves with it, in the same Helix history. That is the point of putting a custom engine in Perforce instead of treating UE4 as a black box on each workstation.
P4V is also how the custom editor reaches the rest of the team. Nobody is grabbing a random installed engine and hoping the modules line up. Get Latest on the stream, launch the editor that stream just gave you, work.
How the team actually collabs
Streams keep engine and game from trampling each other. The custom UE4 lives in its own stream. Each title integrates engine drops rather than forking the engine into four silent copies. When an engine submit lands — a module, a crash fix, a cook change — games pick it up on purpose, not because someone copied a folder.
Day to day is P4V, not a terminal ritual. Reconcile offline work. Get Latest. Checkout the map or asset (exclusive). Work in the custom editor. Pending changelist with a real description. Submit. The next person on that map cannot checkout until it is in. History, time-lapse, and diff live on the changelist, not in a chat screenshot.
Programmers submit engine C++ and modules the same way. Artists and designers never have to build the engine from scratch to stay current; the workspace spec gives them the editor binaries from the stream. If they do need source, the mapping is already there.
Shelved changelists cover the "not ready, but I need this machine for something else" case. Submit is atomic: content and the code it needs go together, or they do not go.
- 01
Get Latest on the stream
P4V pulls the custom editor, modules, and content the workspace is mapped to. No launcher, no mystery engine version.
- 02
Checkout the asset
Maps and uassets are exclusive. P4V shows the lock. Two people do not silently edit the same Blueprint.
- 03
Work in the custom editor
The UE4 you launch is the one this stream just built. Plugins and engine code match the content.
- 04
Pending changelist
Code and content sit together with a description. Shelve if you have to move. Nothing is 'on the machine' as the source of truth.
- 05
Submit, then they Get Latest
Atomic. The next checkout on that map is against what you submitted, on the engine changelist you submitted against.
Benjer Software
Panama
Our own engine. Written in Rust.
- Engine
- Panama
- Language
- Rust
- Status
- In development
- Public writeup
- Later
Notes for later
More details later
Panama is real and it is ours. Architecture, tooling, and how it ships will get a public page when we are ready to talk about them. This is the marker so the stack is honest: Phoenix Limit collabs on custom UE4 in P4V. Benjer Software is building Panama in Rust.
Until then, the games on this site are the work you can play. See the projects.