刃文
Tools for AI.
Experiences for people.
Hamon is one company that can do everything in the world of AI. We build the tools that let AI do real work — and we use them to make things people play, explore and feel.
研師 Our principle is the togishi’s: do it well, learn why it was hard, make it easier forever.
Tools for AI.
Control surfaces, pipelines and verifiers that let agents see, act, make — and prove they did it right. The polisher’s check, built in.
Agent tooling · creative pipelines · verification · our own engine 人Experiences for people.
Games, worlds, products and sites built for humans — finished with the care of a polished blade.
Games · interactive worlds · products · sitesThe work
One shop. Many edges.
Everything below comes out of the same principle: work it, compare it against the last stone, keep only what’s clearly better. Status is stated plainly.
人 Experiences for people
Wildside
A painted nature experience: a real place becomes a world you can walk, watch and keep in a field journal.
in active work · coming to desktopSpire of Octaves
An original world built around music, growing into games and stories.
world in developmentAetherline
A small WebGPU browser game: collect three relics, open the gate.
playableTowerOps
Our first hackathon submission (Sept 2026) — where shipping under a deadline started.
hackathonSites & products
Web presences and product front doors, including jacobmetoyer.com and this one.
live
道具 Tools for AI
Agent control surfaces
CLI, JSON-RPC and MCP servers that let agents drive 3D, drawing, CAD and electronics tools.
workingCreative pipelines
Render, model and paint loops where an agent produces, measures, critiques and revises.
working · evolvingVerification
Receipt verifiers, golden-frame checks and deterministic replay — proof, not vibes.
workingAsset tooling
Mesh authoring from recipes, asset cooking, material editors.
workinghamon-engine
Our own Rust + wgpu engine — ECS, deterministic replay, Rapier physics, and a control surface agents can drive. The forge imagery on this page was rendered with it. One tool in the shop, not the shop.
working · one piece of the whole
研師 The principle
Togishi.
A togishi (研師) is a sword polisher. The smith forges the blade, but it's the togishi who brings it to life — working it across a progression of stones, coarse to impossibly fine, until the grain of the steel (hada) and the temper line (hamon) that were always inside it finally show. Nothing is painted on. The polisher reveals what's there and finishes the edge.
Togishi is the governing honing principle the whole estate runs on: do it well, learn why it was hard, make it easier forever.
Every tool, world and site we make should reduce the intelligence, time, computation, cost and human attention it takes to reach an equal or better verified outcome, and turn the lessons from each piece of work into lasting improvements to the next, and to how we improve.
Repeated work becomes reusable, evidence-tested method. Judgement stays free for what's new.
研 How we work
The line is revealed, not added.
A hamon is the temper line on a Japanese blade. It appears only when the steel is polished, stone after stone. So everything we make goes across the same stones, whether it’s an agent tool or a game.
- Seed — an idea worth making
- Forge — a first real version, not a mockup
- Polish — test, compare side by side, keep only what's clearly better
- Reveal — ship when the line shows
Bring us a seed.
A tool for your agents, a world for your audience, a strange idea. If it can be built, we'll polish it until the line shows.