Source Code

Unturned’s project files are available in a GitHub repository.

FAQ

Q: Why make the game’s source code available?

A: Unturned’s greatest strength is our passionate community. Releasing the source files allows you and other players to further build upon the game as you see fit. Building a lasting legacy for the game regardless of the changes we make or how many years pass from now.

Q: Can I publish my derivate works on Steam?

A: We intend to support this if possible. For more information about mods on Steam, please refer to: https://store.steampowered.com/about/communitymods/

Q: Will the Steam version continue receiving updates?

A: Yes, we plan to continue maintaining the official Steam version.

Q: Will you accept pull requests?

A: Our current goal is simply allowing players to create their own spin on the game. From minor balance changes and item additions, to total conversions with new gameplay elements. If there is significant community interest behind a mod we may reach out to collaborate in some form or another.

Q: Will the project files be kept up-to-date with the version used by the official game?

A: Yes, we plan to keep the source code in sync with the latest official releases.

Q: Has any code been removed from this release?

A: Yes, certain code we can’t redistribute has been removed. For example, third-party pathfinding and anti-cheat libraries. If you have an appropriate license to use those libraries you may use the integration from the base game in your project if you wish.

Q: Can I commercialize my mod?

A: No, sorry, it must be strictly non-commercial. Please refer to the full license text for more details.

Q: Are there any restrictions on mod naming?

A: Your mod must not imply it was created or endorsed by SDG. For example, you cannot title your mod “Unturned 2”. Please refer to the full license text for more details.

Q: Why is the SDK ignoring my settings?

A: The SDK stores most save data (including certain settings) separately from the base game’s save data. After you apply the same settings within the SDK they will be persisted.