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Dev tools · May 14, 2025

Easel – Code multiplayer games like singleplayer

For the past 3 years, I've been creating a new 2D game programming language where the multiplayer is completely automatic. The idea is that someone who doesn't even know what a "remote procedure call" is can make a multiplayer game by just setting `maxHumanPlayers=5` and it "just works". The trick is the whole game simulation, including all the concurrent threads, can be executed deterministically and snapshotted for rollback netcode. Normally when coding multiplayer you have to worry about following "the rules of multiplayer" like avoiding non-determinism, or not modifying entities your…

Easel – Code multiplayer games like singleplayer launched on May 14, 2025 with 95 votes, #491 of 7,905 launches that month and more than 95% of that year's launches. The site was still online in September 2026, 1 year on.

Visit easel.games ↗Alternativestop 6% of May 2025

In plain words

Easel is a 2D game programming language designed to simplify multiplayer development. It automatically handles multiplayer networking through deterministic simulation and rollback netcode, allowing developers to build multiplayer games without understanding complex concepts like remote procedure calls. Developers can enable multiplayer by setting a single parameter, and the language enforces multiplayer safety at its core, eliminating common challenges around non-determinism and entity ownership that typically complicate game networking.

written from the facts on this page · September 2026

From the sources

Make games. Play together. So easy.

Easel is what happens when a programming language is fundamentally reshaped for making games and only games. Common game concepts like state , behaviors , lifespans , user interfaces , and multiplayer are sculpted into shape of the language, not just the library. That's why it's so fast , so easy and so fun to make games with Easel. pub prop owner . Score = 0 pub game fn World . Main ( maxHumanPlayers = 10 ) { Gravity = @ ( 0 , 10 ) SpawnEachPlayer owner { TopContent { with Score { P ( fontSize = 2 ) { % ( Score > 0 ? Score : "Catch the coins by clicking on them!" ) } } } on ButtonDown ( Click ) { let coin = Pointer . QueryAnyOverlapping ( filter = Category:Default ) if ! coin { continue }…from easel.games

In the maker’s words, at launch

For the past 3 years, I've been creating a new 2D game programming language where the multiplayer is completely automatic. The idea is that someone who doesn't even know what a "remote procedure call" is can make a multiplayer game by just setting `maxHumanPlayers=5` and it "just works". The trick is the whole game…

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