Top-down view of WebGL-rendered ocean with multiple warships engaged in combat, showing torpedo trails, ship wakes, and floating supply crates across a stylized blue sea.
Mk48.io is what happens when someone takes Rust, WebGL, WASM and says "what if multiplayer naval warfare, but deeply serious about it." You spawn as a motor torpedo boat. You collect crates. You sink things. Standard stuff. But then you notice there are 43 ships modeled after real warships, nine weapon families that evolve across ten levels, and a sensor system split between visual, radar, and sonar. The whole thing runs at 60fps in your browser with no install, no launcher, no waiting. Just water, torpedoes, and the constant threat of getting turned into confetti by someone you didn't see coming.
The creators are two brothers, Finn and Cai Bear, at Softbear Studios, a Bellevue-based indie outfit that's been quietly building a stable of browser games. What makes this technically interesting is the stack: Rust compiles to WebAssembly via the Yew framework, with a custom game engine handling entity management, sprite sheets, and networking. The codebase is 95% Rust with a side of GLSL for shaders. Ships, weapons, aircraft, obstacles, and decoys are all defined as entity types in a single file. The code is AGPL-3.0 licensed and sitting on GitHub with 400+ stars. The repo includes instructions for spinning up your own private server if you want to run matches with friends or just poke around.
If you're curious about Rust-to-browser graphics pipelines or want to see how someone structures a real-time multiplayer game, the source is the tutorial. There is a fun Discord community and many GitHub Discussions with years of ship suggestions and balance debates if you want to see how players think about the meta.
- Live Demo: https://mk48.io
- Source Code: https://github.com/SoftbearStudios/mk48
- Author(s):