The studio

We make the games we want to play.

Mutiny Games is an independent studio. Everything we make runs in your browser, and everything we make gets built in the open with the people who play it.

Who we are

No publisher. No captains.

Mutiny started with one rule: make the game you would stay up too late playing, then hand it to the people who will tell you the truth about it. No publisher sets our roadmap and no focus group signs off on a feature. The crew in the Discord does.

A mutiny is the crew taking the ship. Here, the players get a real say in where it sails.

Every game runs in a browser tab because the best way to get honest feedback is to make a game anyone can try in ten seconds. Send a link, press play, tell us what broke.

What we believe

How the ship sails.

01

Free in your browser

Every game we have shipped runs in a browser tab. No installs, no launcher, nothing to buy to start playing.

02

Built in the open

Builds go to the Discord first, rough edges included. You see the game while it is still being made, not after.

03

Players steer

Ideas get an answer, Planned or Not Planned. Bugs get read. Fixes go out in patch notes.

04

Craft over volume

We would rather ship one game that feels great than five that feel finished on paper. If it is not fun, it does not ship.

How we build

The players steer the ship.

Every build goes to the crew first, every bug gets read, and every idea gets an answer.

01

Play it early

Builds land in the Discord first, rough edges included. That is the point.

02

Tell us what sucks

Bugs, balance, ideas. Every game has its own forums, and blunt feedback is welcome.

03

Watch it ship

Ideas get tagged Planned or Not Planned. Fixes go out in patch notes. Nothing disappears into a void.

Craft

What we build with.

All of it runs in a browser tab. This is what goes into it.

Real-time 3D

Cinematic 3D in a tab

Volumetric light and fog, ambient occlusion, depth of field and a filmic grade, with presets that scale from Ultra down to a pixel-art Classic mode.

Last Ember
Procedural

No asset files

Last Ember paints its textures and synthesizes every sound when it loads. The game ships without a single image or audio file.

Last Ember
Music

A score that plays itself

A procedural soundtrack in three styles, written-sounding melodies built from motifs, its own key per map, darker at night and full drums for bosses.

Last Ember
Networking

Peer-to-peer play

Co-op and party games that connect players directly, browser to browser over WebRTC, joined with a room code.

Last Ember, Mimic
Game rules

The host is the referee

In Mimic every browser links to every other one, up to ten. The host checks every silence, vote and sabotage, and roles only ever go to their owners.

Mimic
Shaders

The ocean up top

A raymarched sea with a procedural sky and no libraries, tuned live to hold its frame rate on any machine.

This page
The stack

Under the hood.

LayerWhat we useWhere you see it
3D renderingthree.js on WebGL, with our own shaders and post-processingLast Ember, Grindzone, the ocean on our homepage
Art and soundProcedural: textures painted and sounds synthesized in code at loadLast Ember ships with no image or audio files
MultiplayerSupabase Realtime to find a room, WebRTC between playersRoom codes in Last Ember, Grindzone and Mimic
Accounts and boardsSupabaseLast Ember survivors, friends and leaderboards
HostingVercelEvery game and this site
Community

Get the next build first.

New posts, patch notes and early builds land in the Discord before anywhere else.