Top Blasters / About Play now
Liquid Labs: Games · Built for Solana

128 players. One browser tab.

Top Blasters is a large-scale vehicle shooter that runs in any modern browser, with no download and no install. We built every layer ourselves: the renderer, the physics, the bots, the netcode and the servers.

Studio Liquid Labs: GamesEngine Mayhem EngineNetcode TurbineChain SolanaLive West + East
128
Players per match
Conquest, live in production since Oct 2026
100FPS
Frame-rate target
10 ms frame budget, judged on p99 and 1% lows, not averages
2
Live regions
West and East, both live, one authoritative ledger
0
Installs required
Click a link and you are in a match
The technology

A vertically integrated game stack

Most studios license an engine, rent a netcode framework and stitch together a backend. Liquid Labs owns every layer between the player's GPU and the server's ledger. Each layer is tuned for one job: very large, fair, real-time firefights in the browser.

Mayhem Engine

An in-house real-time 3D engine built on three.js and WebGL. It does the rendering, animation, physics, destruction and gore, and loads straight into a browser tab.

Turbine netcode

Server-authoritative multiplayer built for shooters. It handles lag compensation, prioritized state streaming and a dual transport: WebTransport datagrams with a WebSocket fallback.

128-player matches

Full-size Conquest battles with infantry, ground vehicles, aircraft and drop pods. Turbine's per-player bandwidth budgets keep every client's stream inside its link.

Fidelity at 100 fps

Every performance change is measured against a 10 ms frame and checked on 1% lows. Big lobbies follow a visual-parity rule: a 128-player match must look like a 32-player one.

Multi-region

Players are served from the region nearest to them, and one home region holds the single authoritative ledger. Each region runs the same build with the same security.

Built for Solana

Wallet sign-in, items and the market all run on Solana mainnet. Cosmetics are real compressed NFTs, minted with no fee to the player. Ownership is verified on-chain, and match outcomes are signed and audited server-side.

Live gameplay · in a browser
Liquid Labs · Mayhem Engine

Console-class rendering in a browser tab

Mayhem is our own engine layer on top of the web's open graphics stack. A match loads straight into the browser and holds high frame rates with dozens of players, vehicles and effects on screen.

GPU-driven charactersInstanced bodies and GPU skinning let a full lobby render at full detail.
Physical destructionRagdolls, gibs, vehicle wrecks and surface-projected decals, with no gore cut for performance.
Compressed deliveryGPU texture compression and content-hashed arena packs keep downloads small and cacheable.
Mesh-accurate collisionMovement, projectiles, vehicles and bots all query the same collision mesh.
Navigation-baked AIBots that drive, fly, take objectives and fill lobbies at every size.
Device tiersOne codebase scales from gaming laptops to integrated GPUs and phones.
Live gameplay · in a browser
Liquid Labs · Turbine netcode

Netcode built for 128 players

General-purpose multiplayer frameworks sync a shared state object. Turbine is built for one harder problem: making a hit in a 128-player gunfight feel fair at 30 ms and still fair at 300 ms.

Server authorityEvery shot, kill and reward is judged on the server. Clients predict and the server rules.
Lag compensationHits are judged against what the shooter actually saw, including projectiles.
Interest and priorityEach player receives what matters most to them first, inside a per-player byte budget.
Datagram transportWebTransport (QUIC) datagrams for state, so a stale update never blocks a fresh one.
Universal fallbackA reliable WebSocket path for every browser and network, with automatic switch-over.
Isolated match hostsEach match runs on its own isolated host, so one busy room never stalls another.
InputThe client samples input and predicts movement locally, so it responds with no wait.
TransportDatagrams over QUIC where supported, reliable streams everywhere else.
SimulateA 30 Hz authoritative tick runs physics, bots, vehicles and objectives.
JudgeLag-compensated hit judgment, then signed outcomes for anything of value.
StreamPrioritized, budgeted state to each player, rendered with smooth interpolation.
How Turbine compares

Purpose-built where frameworks are general

Colyseus is a respected open-source multiplayer framework for Node.js, and the closest well-known reference point for Turbine. It is built to sync state for any kind of game. Turbine is built only for large competitive shooters, and it ships the hard parts as standard.

CapabilityTurbine (Liquid Labs)Colyseus
ScopeShooter-specific: movement, projectiles, vehicles, hit judgmentGeneral-purpose room and state sync for any genre
Server authorityBuilt in, with signed outcomesBuilt in
Lag-compensated hitsBuilt in (hitscan and projectiles)Not part of the framework; each game writes its own
Per-player priority and bandwidth budgetBuilt inState views filter what each client sees; no per-player byte budget
Unreliable datagram transportWebTransport in production since Oct 2026WebTransport transport offered as experimental
Proven room size128-seat matches live in productionNo per-room figure published; scaling is quoted as total CCU
Server-side botsInfantry, drivers, pilots and objective AINot included
Multi-region with one ledgerLive: West and EastManaged cloud in many locations; game state and economy left to you
Economy and anti-cheat integrationOn-chain items, audited match tapes, server-side checksOut of scope
Engine SDKs and licenceProprietary, built for the Mayhem EngineMIT open source with many engine SDKs. A real strength for general use.

Colyseus facts are taken from colyseus.io and its transport documentation (WebTransport is marked experimental), read November 2026. Colyseus is a trademark of its owners and is named here only for comparison.

In-game marketplace

Swap to keep: rewards that create volume

Every match hands out rewards: crate drops, extracted loot, unlocks, nameplates. To keep what they win, players make a small token swap inside the game. The reward becomes an on-chain item they own and can trade on the in-game market. Every swap and every sale carries a platform fee, so trading volume comes from play itself, not from ad spend.

EarnWin a match, extract with loot or open a crate. Drops are random and rarity is tiered.
Swap to keepA one-tap swap inside the game turns the find into a permanent item.
OwnThe item is minted on-chain to the player's wallet at no cost to them.
TradeList it, sell it or buy upgrades on the in-game market. Each trade is new volume.

Variable rewards

Unpredicted rewards trigger a stronger dopamine response than expected ones [1]. Random crate drops and rarity tiers keep every match worth one more run.

Effort raises value

People value what they worked to build far more than identical items they did not [2]. A skin earned in a firefight is worth keeping.

Ownership raises value

Once something is ours, we demand far more to give it up than we would pay for it [3]. Owned items hold their value, and that props up market prices.

Losses loom larger

Losses weigh more than equal gains [4]. Framing the swap as keeping something already won turns it into the obvious choice.

  1. Schultz, Dayan & Montague (1997), A neural substrate of prediction and reward, Science 275. doi:10.1126/science.275.5306.1593
  2. Norton, Mochon & Ariely (2012), The IKEA effect: when labor leads to love, Journal of Consumer Psychology 22(3). doi:10.1016/j.jcps.2011.08.002
  3. Kahneman, Knetsch & Thaler (1990), Experimental tests of the endowment effect and the Coase theorem, Journal of Political Economy 98(6). doi:10.1086/261737
  4. Kahneman & Tversky (1979), Prospect theory: an analysis of decision under risk, Econometrica 47(2). doi:10.2307/1914185
Global infrastructure

West and East, one ledger

Each region runs the identical build, the same live playlists and the same security floor. Money is the deliberate exception: one home region holds, judges and pays every cent. Regional servers relay signed evidence and never hold keys or a second copy of the books.

Two live server regions, West and East, joined to one ledger WestLive · home region EastLive · match region One ledger
Live
WestThe home region: sign-in, lobby, market and the single authoritative ledger, plus match hosts for players in the West.
Live
EastThe same live list for players in the East: casual playlists, Conquest 128 and Extraction Royale. Anything of value settles in the home ledger.
Planned
More regionsThe region model was built to add new match regions without a second ledger.
Real gameplay

This is the game

Unedited play recorded in a desktop browser on topblasters.fun: live HUD, vehicles, gore and the kill feed, cut into two minutes. Turn the sound on.

Launch promo

Our first promo: the story, the squads and the brand.

Controller support

Plug in a gamepad and play from the couch, with full controller navigation and button prompts.

60-second commercial

A cinematic spot built from the game's characters, vehicles and arenas.

Gameplay clips

Straight from a live match

Snow-field armour, jungle firefights and close-quarters interiors, each recorded live in a browser tab.

Armour pushTanks on Coldfront under the aurora
Close quartersInterior firefight with persistent gore
Jungle skirmishTeam fight on Boulder Creek
Vehicle warfareEnemy Hog closing in on Coldfront
Weapon skinsA rare camo on a heavy rifle
River crossingExplosive weapons across open water
Every arena, in-engine

43 arenas, built in-house

From close-quarters duel arenas to vehicle valleys built for 128 players, every arena was designed and built in-house.

Blaster City
Blaster City
Lancefall
Lancefall
Nexus Station
Nexus Station
Verdant Basin
Verdant Basin
Lockdown Station
Lockdown Station
Boomtown
Boomtown
Gallows Ridge
Gallows Ridge
Boulder Creek
Boulder Creek
Old Quarter
Old Quarter
Red Gulch
Red Gulch
Coldfront
Coldfront
Tidebreak
Tidebreak
The Freezer
The Freezer
The Hold
The Hold
The Stacks
The Stacks
Derrick
Derrick
Proving Ground
Proving Ground
Concourse
Concourse
Railhead
Railhead
Ironvale
Ironvale
Stormbreak
Stormbreak
Rimefall
Rimefall
Undersnow
Undersnow
Dunefall
Dunefall
Stillwater
Stillwater
Frostgate
Frostgate
Maelstrom
Maelstrom
The Pit
The Pit
Sunspan
Sunspan
Canopy
Canopy
The Brig
The Brig
Chill Out
Chill Out
Glasshouse
Glasshouse
Ashvault
Ashvault
Gantry
Gantry
Updraft
Updraft
Switchyard
Switchyard
Belfry
Belfry
Antiphon
Antiphon
Gold Mud
Gold Mud
Elderwild
Elderwild
Relic Crossing
Relic Crossing
Permafrost
Permafrost
The studio

Liquid Labs: Games

Top Blasters is the flagship product of Liquid Labs: Games. The studio owns the technology underneath it: the Mayhem Engine and Turbine netcode. Both were built from scratch for this game and are designed to power the products that follow.

Liquid Labs: GamesStudio · owner of the technology and IP
Mayhem EngineReal-time 3D for the web
TurbineShooter-grade netcode and regions
Top BlastersFlagship product · live now

The numbers behind the build

Engineering velocity, platform scale, a SWOT analysis and the competitive landscape, with every external figure sourced.