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.

Liquid Labs key art

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

Origins

Liquid Labs opens

A brand and technology lab for internet-native communities: identities, art, websites, launches and community tooling, all in-house.

8 Oct 2023

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

Mar 2024

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.

May 2024

Chippy on Solana

Character, brand and launch. Peak about $17M within two weeks.

2024 to 2025

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.

10 Jun 2026

Mayhem Engine development begins

The engine and the authoritative game server are designed together, as one codebase.

6 Oct 2026

Turbine datagrams go live

WebTransport (QUIC) datagrams ship to desktop browsers, with WebSocket fallback for everyone else.

26 Oct 2026

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.

1 Nov 2026

East region parity

Players in Asia-Pacific get the full live feature set on regional match servers.

Next

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.