About
Liquid Labs.
Liquid Labs is an independent games and real-time technology studio. We own our engine, our netcode and our flagship game outright, and we build at a pace most studios reserve for prototypes.
Our mission: large-scale games that run in any browser.
A link is the most powerful distribution channel ever built. We think the next great multiplayer games will open from one, with no store, no download and no compromise on scale. We're building the technology that makes that possible, and proving it with our own games.

How we work
Own every layer
Our engine and netcode are internal solutions, built and maintained in-house. When something matters, we build it and we can fix it.
Measure the worst frame
p99 and 1% lows, not averages. Performance is judged by the moment that hurts.
Prove it live
Every system ships to real players first. Rails, not promises, decide when it's done.
Verify every change
More than 1,400 automated rails cover netcode, maps, performance and security. A change reaches players only after it passes them.
Company timeline
Liquid Labs opens
A brand and technology lab for internet-native communities: identities, art, websites, launches and community tooling, all in-house.
Working with SPX6900
On public record: Liquid Labs posts co-branded Liquid Labs and SPX6900 art tagging @spx6900, months before SPX's recorded low. View on X
Landwolf on Ethereum
Brand and site for Landwolf, part of the Boy's Club derivative wave that later produced Brett and Andy. Peak about $30M.
Chippy on Solana
Character, brand and launch. Peak about $17M within two weeks.
SPX6900 and MOG at scale
Brand direction and web for SPX6900, credited "Powered by Mayhem" on spx6900.com, and go-to-market art for MOG. SPX peaked at about $2.1B and MOG at about $1.6B.
Mayhem Engine development begins
The engine and the authoritative game server are designed together, as one codebase.
Turbine datagrams go live
WebTransport (QUIC) datagrams ship to desktop browsers, with WebSocket fallback for everyone else.
Conquest 128
128-seat Conquest joins the live playlist in the West and the East, making Top Blasters, to our knowledge, the first game in history to run 128-player matches over WebTransport datagrams in production.
East region parity
Players in Asia-Pacific get the full live feature set on regional match servers.
Mayhem Editor and Turbine SDK
Opening the stack to partner studios. See the roadmap
Contact
We're raising to scale the studio, open the Mayhem Editor and Turbine SDK, and grow Top Blasters. Reach the team directly.