M31 LABS
Structural developer tools for the age of agents
Parsers, agent tools, and GPU rendering systems built in Go. Explore the open-source tools or bring us an engineering problem.
Code Intelligence & Version Control
Parse, analyse, track, and host code as structured entities — from Gotreesitter's grammar runtime to Graft's entity-aware versioning and Orchard's agent-assisted hosting.
and 4 more →GPU Languages
Write a shader or kernel once — Selena, Elio, and Eos emit WGSL, GLSL, Metal, and CPU fallback from a single source.
and 3 more →The Agent Stack
Orchestrate, remember, and govern long-running agent work with Tiller, Hyphae, Buckley, Reeve, Arbiter, and Continuum.
GoSX
Server-first components, reactive islands, and mobile targets — one framework from terminal to native screen.
and 4 more →Data & ML
Compact embeddings, versioned local search, portable model containers, and GPU-native image codecs for local-first ML pipelines.
Languages & Authoring
Purpose-built languages and editors for documentation, diagrams, game scripting, kernel code, and Go-flavoured DSLs.
Codebases are living systems.
Tools should understand the shape, not the strings.
Bring us a focused engineering problem: parsers, local AI systems, agent governance, or WebGPU/GoSX product work.
See How It WorksStay in the loop
Occasional notes on releases and what we learn building structural tooling.
