刃文 HAMON

刃文

Tools for AI.
Experiences for people.

Hamon is one studio that builds across all of AI — games, products, sites, and the tooling underneath them. We don't claim to have built everything. We claim we can build anything, because we keep grinding until it's right.

See the workHow we work

人

Experiences for people

Games and interactive worlds people actually play.

道具

Tools for AI

Systems that let agents see, act, make and verify.

火床

The engine

Our own Rust game engine — one of the tools, not the whole shop.

人 Pillar one

Experiences for people

Things you play, explore and feel. Each ships on its own merits.

  • Wildside

    A painted nature game you explore in the browser — seasons, weather, wildlife, a field journal.

    playable · in active work
  • TowerOps

    Our first hackathon submission (Sept 2026). Where shipping under a deadline started.

    hackathon
  • Aetherline

    A small WebGPU browser game: collect three relics, open the gate.

    playable build
  • Spire of Octaves

    A world built around music — an original fiction we're growing into games and stories.

    in development

道具 Pillar two

Tools for AI

The polisher's bench: tooling that lets AI do real work — and lets us check that it did.

  • Agent control surfaces

    CLI, JSON-RPC and MCP servers that let agents drive 3D, drawing, CAD and electronics tools.

    working
  • Creative pipelines

    Render, model and paint loops where an agent produces, measures, critiques and revises.

    working, evolving
  • Verification

    Receipt verifiers, golden-frame checks and deterministic replay — proof, not vibes.

    working
  • Asset tooling

    Mesh authoring from recipes, asset cooking, material editors.

    working

火床 One of the tools

hamon-engine

Our own engine in Rust and wgpu: an ECS runtime, deterministic replay, Rapier physics, and a control surface agents can drive. The forge imagery on this page was rendered with it. It's a hearth we keep lit — one tool in the shop.

  • Rust + wgpu
  • ECS · deterministic replay
  • CLI · JSON-RPC · MCP
  • Rapier physics

研 Method

The line is revealed, not added.

A hamon is the temper line on a Japanese blade. Nobody paints it on — it appears when the steel is ground and polished, stone after stone.

That's how we work. Start from a seed of an idea, build it, measure it, put it next to the last version, and keep only what's clearly better. Range comes from persistence, not from a list of things we've already done.

  1. Seed an idea worth making
  2. Forge a first real version
  3. Grind — test, compare, revise
  4. Reveal — ship when the line shows

Bring us a seed.

A game, a tool, a strange idea. If it can be built, we'll grind at it until it is.

Meet the founder →