For producers & mastering engineers
Masters that compete.Without the chain.
End Game is a mastering processor for engineers who want commercial-loud, transparent finishes without stacking four plugins to get there.
Three voiced stages. One workflow. One CPU hit. Built around the way you actually master.
Perpetual license. Free updates within v1.
- 30-day money-back
- Free updates within v1
- No update plans
- 3 machine activations

Hear it on your genre
Pick a genre, then flip between your mix and End Game. Turn on Level Match to compare at the same loudness and listen for artifacts.
Live A/B
Pushed hard, still moving. Even under heavy processing the groove keeps its bounce.
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Heard the difference? Try it on your own mixes.
Mastering shouldn't be this hard.
Mastering should be a finishing move, not an afternoon. If your chain looks like any of this:
- A limiter that pumps because the clipper before it just changed the dynamics.
- A clipper that sounds digital the moment you push it.
- Twenty minutes dialing knobs to find a sound someone already named “Punchy”.
- An enhancer that adds density only by adding obvious saturation.
End Game replaces the chain with one workflow you can finish a master in.

Stage 01: Enhance
Add density before peaks ever get touched.
Three voicings: Bloom for full-band weight, Detail for multiband presence, Inflate for upward enhancement plus harmonic shaping. Lift low-level material without driving peaks harder.
Voicings: Bloom, Detail, and Inflate.

Stage 02: Clip
Four ways to catch transients, including one tuned for loudness.
Hard for the firmest ceiling, Punch for front-edge bite, Smooth for wider action, and a Loudness mode that catches subtle peaks early and shapes them gently. Drive adds warm, even-harmonic body without breaking the ceiling.
Voicings: Hard, Punch, Smooth, and Loudness.

Stage 03: Limit
Six ways to land the master: cleaner, punchier, or denser.
Program-aware limiting across six named styles. From Safe at the gentlest, highest-headroom end to Aggressive at the densest, with Silk, Transparent, Glue, and Punchy in between. Optional 4×-oversampled True Peak.
Voicings: Safe, Silk, Transparent, Glue, Punchy, and Aggressive.
Everything in one window.

See what you're doing, your way.
Three view modes for three workflows. Meters toggled separately, so the display stays tuned to how you actually work.

Mode ALL
Everything at a glance.
Every stage overlaid on one waveform: enhance lift below, clip band in the middle, limit ceiling on top. The integrated view for finishing.

Mode TAB
Focus on one stage.
Just the waveform and the active tab's overlay. The level shown is the level of that stage in the chain rather than the master output.

Mode STRIP
Old-school channel strip.
Every parameter exposed at once, classic vertical strip layout. Mini waveform collapsible when you want it out of the way.
Meters are toggled independently
OUTOutput metersGRGain reduction / boostLUFSIntegrated LUFSEnd Game vs the chain
Three voiced stages in one window, designed to work together instead of three plugins fighting over the same dB.
| End Game | 3-plugin chain | Mastering suite | |
|---|---|---|---|
| Stages | 3 voiced, one window | 3 separate plugin instances | 5+ modules in one host |
| Workflow | Pick a voiced style, then refine | Knob-by-knob, plugin by plugin | Assistant + per-module tweaks |
| Named voicings | 13 across all three stages | Usually limiter-only | Per module, limited |
| Clipper modes | Hard, Punch, Smooth, and Loudness, with warm, even-harmonic Drive | Plugin-dependent (1 to many) | Module-dependent |
| Loudness-tuned clipping | Dedicated mode with early reaction and gentle shaping | Not typically a labeled mode | Not typically a labeled mode |
| Enhance approach | Upward + multiband + harmonic shaping | Single-purpose per plugin | Module-dependent |
| Mid-Side per stage | Independent style per channel, integrated chain | Plugin-dependent | Yes, per module |
| Auto-Gain per voicing | Level-matched style audition | Manual A/B with gain matching | Per-module gain match |
| Stage interaction | Designed as one chain | Plugins don't know about each other | Module ordering matters |
“This is the butter on your toast. You gonna be mad when you don't have it.”

“As a guy who has always despised putting anything on an entire mix, End Game is the greatest mix bus processor of all time and is now the ONLY thing I will put across a mix.”


Made on the master bus, not in a lab.
I never enjoyed stacking three or four plugins on the mix bus to push a song to the loudness it needed. The all-in-ones I tried lacked the flexibility I wanted in the enhancement and clipping stages.
End Game is the chain I wanted to have to hand. Three voiced stages, one window, no leaving the master bus.
Questions, answered.
Will End Game work for my genre?
Yes. The Limiter ships with six voicings (Safe, Silk, Transparent, Glue, Punchy, and Aggressive) that cover everything from broadcast and classical to modern competitive loudness. The Enhancer's three styles (Bloom, Detail, Inflate) handle body, presence and harmonic density independently.
Is the True Peak detection compliant with Spotify and Apple targets?
Yes. 4×-oversampled True Peak detection is on a toggle, so you can hit −1.0 dBTP for Spotify or −1.0 dBTP / −14 LUFS for Apple without surprises. Latency goes up slightly when True Peak mode is on; it's off by default.
Can I use End Game on individual tracks as well as the master bus?
Yes. Many engineers use the Clipper alone on drum buses and the Enhancer on vocals or guitars. Each stage is independently bypassable.
What about zero-latency / live workflows?
For the lowest possible latency, use the Safe, Transparent or Punchy limiter style with Lookahead at 0%, oversampling at 1× and True Peak off. Keep Low Protect off and avoid the clipper's Loudness mode, as both add processing latency. Silk, Glue and Aggressive use a built-in lookahead window as part of their sound, so they always add a little latency regardless of the Lookahead control. Your DAW compensates for that during mixing, but the lowest-latency settings are the better choice for live monitoring.
How does the free trial work?
Click "Start free trial" and create your account. Once you verify your email, the trial license is added to your account automatically, usually within a minute. It runs for 7 days, fully functional, with periodic silence inserted in the output so you can evaluate the sound on real sessions.
Which systems and plugin formats are supported?
On macOS, End Game supports macOS 11 Big Sur or later on Apple Silicon and Intel, in VST3, AU, and AAX formats. On Windows, it supports 64-bit Windows 10 or later in VST3 and AAX formats.
Is End Game a subscription?
No. It is a one-time purchase with a perpetual license, so the version you buy does not expire. Updates within version 1 are included, and any future major upgrade remains optional.
How many computers can I activate, and can I work offline?
One license includes up to three machine activations. Browser activation is the quickest route, and you can deactivate a machine when you need to move an activation. An offline request-and-response flow is also available for a studio computer that cannot complete the browser approval directly.
I already own Pro-L 2 / Ozone / Soothe. Why End Game?
End Game isn't trying to replace your favorite. It exists for the moments you want a single voiced chain on the master bus without rebuilding three plugins from scratch every project. The 30-day money-back makes trying it free if it doesn't fit.
Finish your next master with it.
Free for 7 days. Refund for 30 if you don't keep it on the master bus.
- 30-day money-back
- Free updates within v1
- No update plans
- 3 machine activations
On your phone right now?
End Game installs in your DAW, so it needs the machine you actually mix on. Leave your email and we'll send the trial link for when you're back at your desk.
Specs & system requirements
Specifications
System requirements
macOS
- macOS 11.0 Big Sur or later
- Apple Silicon or Intel processor
- VST3, AU, AAX formats
- 4 GB RAM minimum
Windows
- Windows 10 or later (64-bit)
- Intel or AMD 64-bit processor
- VST3, AAX formats
- 4 GB RAM minimum