A small, independent game studio

We light one lantern at a time.

Ninth Lantern makes games on an engine of its own. Our first is Shardbound, an online RPG in early access, built in the open and paid for by the people who play it.

Meet ShardboundSee the engine

Shardbound in-game: a Warblade at the gate towers of Lumen Hollow at dusk
In-game, from the current build. The art is still placeholder.

In early access now

Shardbound

A classic tab-target MMORPG: pick a target, learn skills as you level, run dungeons with friends and meet strangers in a world that persists. Every player shares one clock and one sky, down to the rain.

It's unfinished, and we say so. You can play it today; most of its art is placeholder, and early access pays for the art and the work still to come.

Visit shardbound.ninth-lantern.com

How we work

Three things we keep to

I

Our own engine

Shardbound runs on Kiln, our renderer for Metal and Vulkan. Owning it means we can chase the things a game like ours needs: a big shared world, upscalers, ray-traced light.

About Kiln
II

Paid for by players

Development is funded through Shardbound's early access. The people who play it are the people we answer to, so we build in the open.

Early access
III

Honest about where we are

Placeholder art is called placeholder. What's planned is marked planned. Every performance number we give says what it was measured on.

About us

The engine

Kiln, fired in-house

Shardbound started on raylib and outgrew it. Kiln replaced it with our own layers: Metal on macOS, Vulkan 1.2 everywhere else, shaders written once in GLSL and translated at load time.

How Kiln works

~2.7 ms
ray-traced sun shadows, one ray per pixel at half size
2.8 → 1.05 GB
texture memory in a town, after block compression
102–111 FPS
our temporal upscaler at 67% render scale
0.14 ms
to update ~11,800 live particles

Measured on an Apple M4 at 2646×1602.

Writing about us, or just saying hello?

The press kit has our logo, the studio's facts and a way to reach us.

Press kitContact