The engine for
Solana's next generation of games.

Mayhem Engine, Turbine netcode and a full live-game services layer, built Solana-native from the ground up. It is private, proven in production at 128 players, and not yet released. We are opening it to a small group of studios first.

3.2M
Daily active Solana wallets
2025 average, +50% year on year [1]
$0.001
Median network fee
Solana, 2025 [1]
150 ms
Finality target
Alpenglow upgrade goal [3]
128
Players per match
Proven in production on Mayhem

Why build a Solana game on Mayhem

Most Solana games bolt a wallet SDK onto a licensed engine, rent a general netcode framework and build a backend from scratch. Mayhem ships all of it as one stack, and it is already carrying real players.

Solana native

On-chain from day one

Wallet sign-in, compressed-NFT items minted at no cost to the player, on-chain ownership checks and a peer-to-peer market, live on Solana mainnet since July 2026. Not a plugin: part of the engine's account and item systems.

Scale

128 players in a browser

128 players in one match, the same cap as Battlefield 2042 on current platforms [5]. In our research we found no other browser shooter with verified matches of 64 players or more.

Distribution

Zero installs, one click from any wallet

A link opens a match. No store review, no download and no platform cut on the web build. Every Solana wallet is one click away from playing.

Netcode

A first on WebTransport

Turbine has carried state over WebTransport datagrams since 6 Oct 2026 and live 128-player Conquest since 26 Oct 2026, to our knowledge a first for any game in history. Colyseus, the best-known open-source framework, still marks its WebTransport transport as experimental [6].

Economics

Internal solutions, owned outright

The engine and netcode underneath are our own internal solutions, built and maintained in-house. Studios building on Mayhem put capital into their game.

Reliability

Tested before it ships

430K+ lines of first-party code backed by more than 1,400 automated verification rails for netcode, maps, performance and security. The same team supports the platform.

Solana is ready for large-scale games

Solana's fees, speed and user base have crossed the line where on-chain actions can sit inside gameplay instead of beside it. Mayhem was designed for exactly that.

  • Fractions of a cent per action. With a median fee near $0.0011 [1], per-match mints, swaps and trades are practical for every player.
  • Millions of items, affordably. State compression via Metaplex Bubblegum v2 [2] lets a game mint at the scale of a live player base. Mayhem mints at no cost to the player.
  • A gameplay layer as fast as the chain. Solana settles in a fraction of a second, so a Solana game is only as fast as its slowest layer. Mayhem carries gameplay over WebTransport datagrams, and Top Blasters is, to our knowledge, the first game in history to run 128-player matches on it in production. The browser keeps pace with the chain.
  • Instant-feeling settlement. Alpenglow targets 100 to 150 ms finality and Firedancer adds throughput and client diversity [3]. Faster finality means trades and payouts that feel like gameplay.
  • A large, growing audience. 3.2M daily active wallets in 2025, 33 billion non-vote transactions and $2.39B in app revenue [1].
  • Prices players trust. Every in-game price is denominated in US dollars, so players see stable prices whatever the market does.

Mayhem compared with a typical stack

The usual path to a Solana game combines a general-purpose engine, a general netcode framework, a wallet and NFT SDK, and a custom backend. Here is what changes with Mayhem.

CapabilityMayhem platformTypical Solana game stack
Runs instantly in a browserYes: a link opens a matchUsually a download or a launcher
Proven match size128 players live in productionDepends on the netcode the team builds or rents
Wallet sign-in and on-chain itemsBuilt in: compressed NFTs, ownership checks, marketThird-party SDK integrated by the studio
Shooter-grade netcodeIncluded: lag compensation, interest management, datagramsWritten in-house or adapted from a general framework
Server-side botsInfantry, drivers, pilots, objective AIBuilt per game
Signed, auditable match outcomesBuilt in for anything of valueBuilt per game
Multi-regionWest + East, one source of truthHosting and state consistency left to the studio
Engine and netcodeInternal solutions, owned outrightDepends on the engine and middleware vendors

Why earlier Web3 games failed

The last cycle showed how expensive it is to build a chain game the conventional way. That is the gap Mayhem closes.

Risk and our answer
$13 to 15M

Raised by Nyan Heroes, a Solana shooter on Unreal Engine 5, before it shut down in May 2025 [7]. An owned stack keeps a studio's burn low.

Risk and our answer
4 in one week

Major web3 games that closed in a single week of May 2025 [8]. The field is thinning, leaving room for games that ship and stay live.

Risk and our answer
about $293M

Blockchain-gaming investment in 2025, down from about $4B in 2021 [9]. Capital now goes to live, shipping products, and Mayhem is already live.

Private, in development

Mayhem Editor

A full creation suite built on the engine itself, in the class of the editors behind the industry's biggest games. You author in the same renderer, physics and netcode that ship, so what you see while building is exactly what players get.

  • Scene & level editing with live play-in-editor, single-player or networked
  • Asset pipeline: import, compress (KTX2, Draco, Meshopt) and hash for streaming automatically
  • Collision & navigation baked with production-grade tools
  • Gameplay authoring for modes, objectives, spawns, vehicles and weapons
  • On-chain items in the editor: define cosmetics and rewards once, mint them as compressed NFTs
  • Publish to a URL: a finished world becomes a link anyone can play

Foundation in production today: Forge, an in-game map editor that builds playable maps with the same world builder as the engine's official arenas.

Private, planned release

Turbine SDK

The netcode that carries 128-player matches, packaged for Solana studios. Drop-in server authority and shooter-grade sync, with the hard parts already solved.

  • Authoritative rooms on a fixed tick, with shared client/server simulation
  • Lag compensation for hitscan and projectiles, out of the box
  • Interest management and per-player priority and byte budgets
  • Dual transport: WebTransport datagrams with automatic WebSocket fallback
  • Signed match outcomes ready to settle on Solana
  • Isolated match hosts and region routing, running on your own servers
// Turbine SDK design preview
import { Room, lagComp } from "@liquidlabs/turbine";

export class Arena extends Room {
  tickRate = 30;
  maxPlayers = 128;
  interest = { radius: 150, budgetBytes: 1400 };

  onFire(player, shot) {
    const hit = lagComp.rewind(this, player, shot);
    if (hit) this.damage(hit.target, shot.weapon);
  }

  onMatchEnd(result) {
    return this.sign(result); // auditable, ready to settle
  }
}

Illustrative API design. The SDK is private and not yet released; names may change.

Private, planned release

Platform API

The systems that keep a live Solana game running, offered as APIs and modules studios deploy on their own servers, so they can ship without building a backend team first. We provide the framework, not the hosting. Every one is already running in production on the Mayhem stack.

Wallet sign-in & accounts

Solana wallet sign-in alongside social sign-in, with one account across devices.

Items & market

Compressed-NFT minting at no cost to players, on-chain ownership checks and a peer-to-peer market with USD pricing.

Matchmaking & regions

Playlists, party queues, bot backfill and region-aware routing to isolated match hosts.

Anti-cheat

Server-side movement, fire-rate and damage validation, aim telemetry and client integrity checks.

Signed match records

Auditable outcomes and fail-closed value paths for tournaments, rewards and disputes.

Telemetry

Frame-time, tick-time and network health, judged on p99, from every match.

Roadmap

Every piece of the platform runs in production with real players before any partner studio touches it.

Shipped
Live, private

Engine, netcode and Solana services in production

128-player matches, WebTransport datagrams, two regions, isolated match hosts, server-side AI, the Forge editor, and wallet sign-in, compressed-NFT items and an on-chain market on Solana mainnet.

Phase 1
Next

Datagrams everywhere, more regions

Bring the datagram lane to Safari and mobile browsers, and add match regions on the existing one-source-of-truth model.

Phase 2
Planned

Mayhem Editor private beta

Grow Forge into a full creation suite for invited Solana studios: scene editing, asset pipeline, gameplay authoring, on-chain item definitions and publish-to-URL.

Phase 3
Planned

Turbine SDK + Platform API

Package the netcode and live-game systems as a framework studios run on their own servers, with Solana items, market and settlement built in.

Phase 4
Planned

An ecosystem of Solana games

Partner titles built on Mayhem and Turbine, with WebGPU rendering as browsers move beyond WebGL.

Build the next great Solana game on Mayhem.

The platform is private and not yet released. We're onboarding a small group of studios and investors first.

SOURCES

  1. Solana 2025 network figures (daily active wallets, transactions, fees, app revenue), CryptoSlate
  2. Metaplex Bubblegum v2, compressed NFTs on Solana, Metaplex developer docs
  3. Solana Alpenglow and Firedancer upgrades, QuickNode
  4. WebTransport Baseline status, Web Platform features explorer
  5. Battlefield 2042 player counts, Press Start
  6. Colyseus WebTransport transport documentation, docs.colyseus.io
  7. Nyan Heroes shutdown, Decrypt
  8. Four web3 games shut down in one week, NFT News Today
  9. Blockchain Game Alliance investment figures, Cointelegraph

Internal figures come from our source repository and production systems as of 1 Nov 2026. External facts checked 2 Nov 2026. Forward-looking statements describe plans, not guarantees, and nothing here is an offer of securities.