Top-down view of a multiplayer tank arena with colorful territory tiles being captured and contested by multiple players in real time.
You click a link. No login, no download, no launcher. A few seconds later you're a tank on a contested grid, painting territory with treads and bullets while a dozen other players do the same thing back at you. Tankgank is a multiplayer game about conquering ground, encircling enemies, and picking the right moment to switch vehicles, grab a powerup, or just ram someone who got cocky. It's fast, it's scrappy, and it has that quality where you tell yourself "one more round" four rounds ago.
The game comes from Finn Bear and Cai Bear at Softbear, Inc., the same sibling duo behind some other games we've covered. The architectural DNA is familiar: the entire stack is Rust, the client compiles to WebAssembly, and the rendering runs through WebGL with no JavaScript in the performance-critical path. Softbear has built a production-grade pipeline for shipping real-time multiplayer browser games in Rust, and Tankgank is the latest thing rolling off it. Finn also maintains useful open-source crates like rustrict (a profanity filter that actually works) and minicdn (static file compression for embedding assets).
Tankgank is closed-source, so you won't be poking through the rendering code this time. But you can study the architecture through their other repos, which share the same Rust-to-WASM-to-WebGL foundation with Yew handling UI and Trunk managing the build. The interesting question isn't "how does one WebGL game work" but how a small team keeps shipping polished multiplayer games in a browser using a stack most studios wouldn't touch. Head to the game and see how long you last before you start plotting encirclements instead of doing whatever you opened your laptop to do.