Repo ↗ · Source README ↗ · Markdown & license bundle

Image reference (original game): Dishonored · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: Eamo5 · Revision: bf27ec1abd33 · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


This project is a Rust and Bevy reimplementation of Dishonored (2012). It does not ship the game; instead it reads the user’s own installed Unreal Engine 3 packages, converts them locally into GPU-ready caches with dhtool, and recreates levels, materials, lightmaps, animations, audio and interface elements in Rust. The README stresses that no original game data is included or produced, and that the cache must be built from the player’s installation, with optional ffmpeg and a BC-capable GPU.

Technically, it translates D3D9 shaders to WGSL and rebuilds Wwise audio, Scaleform interface movies, Kismet and Matinee scripts, plus post-process graphs, depth of field, light shafts, stealth detection, combat values and save/load systems. The README describes many implemented behaviours, including powers, bone charms, stores, the journal and HUD animations; these are the author’s claims and were not independently verified here.

As limitations, the project labels itself a work in progress, notes that some charm effects and original-game timing comparisons remain under audit, and exposes some features through scripts or environment variables. It also requires a modded installation, several GB of cache, and builds tuned to the local CPU by default. Overall it is a large, data-driven reverse-engineering effort whose completeness and playability should be judged by the project’s later state.