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Enfusion Engine Logo

Powering the future of Bohemia's games

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Engine Origins

Enfusion represents 20 years of experience in game engine development packaged into a powerful toolset.

Merge of Real Virtuality and Enforce Engine

It fuses the clear architecture, portability, and user friendliness of the Enforce Engine with the scale, multiplayer capabilities, and simulation depth of the Real Virtuality Engine.

Real Virtuality Engine Timeline of products

Key features

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Flexible, scalable, fully multi‑platform

While Enfusion excels at building large, open world games, it’s meant to serve as a universal engine. That’s why it can support any type of game across all major platforms.

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Looks good, runs better

Enfusion uses up-to-date rendering tech and multi-threading wherever possible. The new Enforce Script is faster, more capable, and much better at memory utilization.

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All the tools, for all creators

Materials, textures, animation, sound, UI, localization - Enfusion’s tools cover the full creative spectrum of modding and game development.

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Built for online

Everything in Enfusion is made for today’s online game worlds. The toolset includes access to backend online services and is built around a rich client-server architecture.

Choose your experience

We're building an engine that will power the next two decades of Bohemia's flagship titles.

Creativity, Community, and Curiosity have been our core values since Operation Flashpoint was released in 2001. Our mission today is to create a modern and robust engine that will enable modders and developers to embrace these values in their everyday work.

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Designed with experience

We've been making game engines for over 20 years. That experience translates into a conservative approach when it comes to engine architecture.

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Developed with C/C++ and HLSL

We like to keep things simple and standard whenever we can, so the languages and conventions used will feel familiar to a seasoned engineer.

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Avoiding the 3rd party bugs

We made our own engine in order to maintain control, which is why 3rd party libraries are used carefully. Bullet physics and the Qt framework are major examples.

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Built for the online age

Our engine uses an online backend for user created content that’s built with various technologies like Java, Node.js, Rust, Couchbase, Docker, and Kubernetes.

Meet the makers

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/Pavel

Enfusion Lead
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Working on Enfusion is both challenging and rewarding. Expectations are high and, being a small team, our challenge is to keep up with the fast moving world of entertainment. But it's the drive to make our community of players happy that pushes us forward, and I'm very proud of the progress we've made so far. The small steps we take every day are helping to form a meaningful project that can once again contribute something unique to the industry - just like we did with Arma and DayZ. That's the rewarding part.

/Nelli

Backend Programmer
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The switch from building corporate web apps to developing Enfusion’s backend was no doubt a challenge at first, but it’s a lot easier when you have the full support of your teammates like I’ve had! I developed a profanity filter for user-generated content right after I started, and while trolls will probably hate that feature, knowing it will improve the experience of the classier players out there makes my work feel significant. I'm proud to be a part of the Enfusion team.

/Krzysztof

Lead Programmer (Mníšek Studio)
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I've been playing Arma since its very beginnings in a small but vibrant Polish community. This eventually led me to Bohemia, which I joined shortly after Arma 3 launched and worked on its AI for the next few years. I've always considered myself a double agent: my employer thinks I do everything they ask of me, but in reality I do everything that the community secretly wants! I'm currently practicing my mischief on Enfusion, building its AI systems for all our future games. It's a great challenge and a lot of fun to work on as well. I can't wait to see what the community will do with our tools.

/Peter

Senior Programmer
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I've been making games for the majority of my life and working on an engine of this scale, from the very beginning to its first release (and beyond!), is a once in a lifetime opportunity. That’s even more true considering I’m part of a great team of people that I can fully trust! My responsibility is the Enforce scripting language - the bridge between the engine core and the outside world. Its goal is to provide a solution that's both technically correct and at the same time enables our community to create and enjoy great content. This focus on community is embedded in every decision we make and is a great professional challenge for the entire team.

/Martin

Senior Programmer
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I've been playing video games since before I could read and write and always dreamed of eventually making one. But it wasn't until the end of high school when I learned how to code. That was the beginning of a journey that led me to the Enfusion team where I'm responsible for porting the engine to various platforms. It's quite exciting as I often get to be the first person to see our games running on a new console. I then help the rest of our team optimize and improve their systems so that players can have the best possible experience on the platform of their choice - something I got to enjoy as a child and want to pass on to future generations of gamers.

/Karel

Lead Designer (Amsterdam Studio)
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When our Amsterdam team transitioned to Enfusion, we were first exploring at random. To focus our learning, I organized an internal game jam - EnJam. In just a couple of weeks, we were able to produce a small game and set it up as a mod for a larger project. That gave me confidence that the engine is not just open for modding - it’s tailored for it. As someone with modding roots, I always strived to empower community creators. In Arma 3, it was by spearheading Zeus and Eden Editor. I’m honored that I can pursue my efforts also on the latest generation of Bohemia technology.

/Michal

Senior Programmer
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My first contact with games was during the ancient times when computers were slower than todays' kitchen mixer controller. I’ve known since then that I wanted to bind my professional career with computers. The magic behind the stunning moving images on my screen always enthralled me, so studying computer graphics was a clear choice. Sailing on the Bohemian ship since 2005 (yes, sometimes I feel like a veteran!), I’ve contributed to many games as a render programmer and the challenge has remained the same to this day: to beat current visualization restrictions and bring reality to players' screens.

Want to become part of our mission?

We're a hard-working team of 30 developers building technology for millions of users. But our goals and ambitions don't prevent us from maintaining a healthy work-life balance. If you have the skills or the hunger to learn them, we’d love to hear from you!

F.A.Q