EVE Online Carbon Engine goes open source under MIT terms on July 1

Fenris Creations opened the Carbon Engine on July 1, turning the technology behind EVE Online and EVE Frontier into an open-source codebase. The release covers major engine modules including physics simulation, graphics, UI, audio, and networking, with MIT licensing at the center of the package.

In a GamesIndustry.biz interview, Fenris senior development director Ben Hunter framed the move as a way to make improvements useful to both the studio and outside developers. Carbon has carried EVE Online’s single-shard MMO world for more than 20 years and also supports Fenris’s newer sandbox work in EVE Frontier.

This is not a player-facing patch or a new content drop, but it is unusual infrastructure news. Large online game studios rarely publish the core technology behind a live MMO, especially while the original game remains active. The move also lands while many studios are moving away from custom engines and toward commercial middleware such as Unreal Engine.

The r/Games thread split between interest and practical skepticism. Some commenters argued that EVE’s technically heavy player base and long history of third-party tools make it a plausible community for outside fixes. Others questioned how many people can realistically build, audit, or contribute to a large studio engine, and noted that game logic remains closed.

The concrete change is access: developers can now inspect and fork a production MMO engine instead of reading only marketing descriptions. Whether that produces external projects or mostly serves Fenris’s own tooling will depend on documentation, build friction, and how the studio handles contributions.