Major Split in GZDoom Community: Developers Launch UZDoom Over AI Code and Creator Conflicts

A major rift has emerged within the GZDoom community, the foundational sourceport for countless Doom mods and games. Following escalating tensions with its creator, Cristoph “Graf Zahl” Oleckers, numerous key contributors have announced their departure, opting instead to develop their own fork: UZDoom. This decisive move follows recent updates that sparked significant backlash from the passionate modding community, setting the stage for a new chapter in Doom‘s vibrant ecosystem.

The very first wave of enemies in Okuplok's Slaughter Map for Doom

Creator’s Response and Community Outcry

The catalyst for the split was a critical thread on GZDoom’s GitHub page, where contributor Marcus Minhorst (the-phinet) meticulously detailed several concerns regarding the project’s recent updates. Minhorst alleged that Oleckers had “pushed untested code” and utilized an LLM (Large Language Model) to generate code. As Minhorst highlighted, the use of AI-generated code likely violated GitHub’s licensing agreement. These immediate issues exacerbated long-standing grievances, such as the controversial texture-filter that blurs Doom‘s classic pixels. The sudden, unvetted changes were particularly alarming to contributors, given Oleckers’ prior year-long hiatus from the project.

Minhorst urged a change in procedure: “Please instead of pushing directly, open PRs and wait for a maintainer to [acknowledge] them. This would set a good example, allowing time for maintainers and other developers to review your work.” Oleckers’ brief and dismissive response to Minhorst’s plea—”Feel free to fork the project”—proved to be the final straw for many. This comment prompted a wave of condemnation from the community, with contributors like Kaelan Evans stating, “What the hell is your problem, Graf? You disappear for a year, come back to send a bunch of work to the curb, use generative AI bullshit to solve an easily searchable problem, and then tell people to kick rocks when they raise a valid concern for it?” Fellow community member Boondorl echoed the sentiment, noting the project’s dire state: “the project is now completely bricked and everyone is abandoning ship.”

The Rise of UZDoom

In direct response to Oleckers’ suggestion, the community responded by forking the original ZDoom sourceport (from which GZDoom itself originated) to establish UZDoom. This new iteration aims to foster a truly collaborative environment, free from the management bottlenecks that plagued its predecessor. The UZDoom team intends to directly continue the ambitious plans originally envisioned for GZDoom 5.0, including crucial enhancements like improved netcode and support for ray tracing. Ricardo Luís Vaz Silva, an UZDoom contributor, confirmed the project’s direction, stating, “Other than rebranding, nothing has changed roadmap-wise… No drastic changes will be done, the next release will continue as-planned with the netcode update.”

Modding Impact and Future Outlook

Image of the Doom: The Dark Ages Shield Saw modded into OG Doom

The emergence of UZDoom is already sending significant ripples across the broader Doom modding landscape. For instance, the highly anticipated World War 1-themed Doom 2 mod, Trench Foot, has already faced significant impact on its planned release. Developer TrenchWork explained that the mod’s release window has been “thrown out the window” due to the immediate uncertainty surrounding this pivotal transition. Despite the immediate disruption, many modders express cautious optimism regarding UZDoom‘s long-term prospects. The development team anticipates numerous positive changes, with the potential to implement features that were previously shelved or blocked, promising a revitalized and more collaborative future for the entire Doom modding ecosystem.