One engine. Every genre. No shortcuts on safety.

glemy is a type-safe game engine written in Gleam — physics, rendering, and game rules checked by the compiler before they ever reach a player, the same code running on a server and in a browser. Most engines make you choose between moving fast and staying safe; glemy is built so you don't have to.

What glemy is

glemy is a general-purpose game engine, not a game — even though the only way to see it working right now is to play one. It's being built to run whatever genre a real game actually needs: physics, rendering, input, and game rules that compile-check before they ever run, the same code executing identically on a server and in a browser.

That's a harder bar than it sounds. Most solo-built engines are really just one game's internals with the game-specific parts left in — reusable only by accident, if at all. glemy is built the other way around: genre-agnostic physics and rendering primitives at the core, with every game-specific rule — how pieces merge, what counts as a win, what the score means — kept out of that core and layered on top as data the engine reacts to, not logic it hardcodes.

Proven one real game at a time

A game engine that's never shipped a game is a diagram, not an engine. glemy's first proof is Tiers, below — a Suika-style merge puzzler built specifically to stress-test the physics, the WebGPU renderer, and the game loop against a genre with real, well-understood mechanics to get right. It's not the destination. It's the evidence.

Tiers

Drop. Merge. Climb. Don't let it overflow.

A Suika-style merge puzzler and glemy's proving ground: drop circles, merge same-tier pairs into the next size up, keep the stack under control. Runs live via WebGPU, right in your browser.

More games, in different genres, are next — tracked, not just promised, in the public roadmap.

Why it's built this way