Rewritten, not wrapped
Every system rebuilt in Rust and C++ - tick loop, renderer, networking, world generation. No JVM tax, no legacy constraints. The game running on hardware built for it.
Minecraft server and client software, reimagined. Written in Rust and C++, every system rebuilt - tick loop, renderer, networking, world generation - each one delivering a major performance uplift over vanilla.
Still pre-alpha. Backers get the first builds.
The honest state of the build - what works, what’s in flight, and what ships next. Updated as systems land.
Where we are now. The core systems are built out in Rust and C++ and being hardened against vanilla behaviour in internal builds.
First playable builds, shipped to Patreon backers - with published benchmarks and a proper feedback loop.
Open builds for everyone once the closed alpha stabilises.
Internal builds, engine hardening
First builds for Patreon backers
Open builds for everyone
First stable release
Dates are targets, not promises - updated as development progresses.
New builds and devlogs straight to your inbox. No spam, unsubscribe any time.
Every system rebuilt in Rust and C++ - tick loop, renderer, networking, world generation. No JVM tax, no legacy constraints. The game running on hardware built for it.
Java and Bedrock clients, any supported version, through an encrypted relay. Cross-platform and multi-version natively - one server, every player, no bridges.
WASM and Lua sandboxes block filesystem and network access at the runtime level. Selected Fabric and Forge mods run on a sidecar JVM - not every mod API is translatable, but the ones that are work safely.
Players connect through an encrypted relay - no IP addresses exposed, no port forwarding needed. Privacy by default for every session.
Java and Bedrock players share the same world. Protocol translation is handled at the edge relay - servers and clients stay untouched unless it is absolutely unavoidable.
Join with any supported Minecraft version, forwards and backwards. Clients don't need to match - the server handles the difference.
Chunk generation and lighting run on the GPU. Entire regions load in parallel instead of one chunk at a time, eliminating generation bottlenecks.
Entities, mob AI, redstone, and physics work-steal across every CPU core. 30,000+ entities sustained well inside the 50 ms tick budget under current stress tests.
Same inputs, same outputs as Java 26.1.2, tracking updates through alpha. Vanilla numerical constants are matched exactly; only the implementation underneath changes. (During alpha, minor discrepancies may occur.)
A compact binary protocol with zstd compression and AES encryption. Server-authoritative: the client renders and sends input, nothing more.
A ground-up renderer on native Metal and Vulkan. Mesh shaders, bindless resources, and GPU-driven indirect rendering replace the entire Java rendering stack.
Written in Rust - no garbage collector. Memory is managed deterministically, eliminating the GC pauses that cause lag spikes in Java servers.
Chunks are cubic rather than vanilla's column format. Built-in translation produces identical vanilla outputs with minimal overhead - each mapping hand-optimised to match expected behaviour exactly.
Convert any vanilla world into Astelyx format and back again. If you ever want to leave, your world comes with you - no lock-in, no data loss.
Bedrock clients can interact with compatible mods running on Astelyx servers. The relay and a dedicated backend handle the bridging so Bedrock players get mod content without needing a Java client.
A built-in level-of-detail system renders distant terrain at progressively lower resolution without mods or client-side patches. Far-plane distances that would stall a vanilla server are handled natively.
Mods run inside a WASM or Lua sandbox with no internet or filesystem access. Malicious or buggy mods cannot exfiltrate data, write to disk, or compromise the host - the sandbox enforces it at the runtime level.
Non-native mods run on a sidecar JVM. A translation engine maps their APIs onto the native runtime - only selected mods are supported, because not every mod API is translatable and not every part of every mod is supported.
Astelyx is built by a small team rebuilding Minecraft’s engine in Rust and C++, system by system - no big studio, no legacy baggage.
We’re small and moving fast, and your support is what keeps that going.
Patreon keeps a small team building full time - early builds, devlogs, and a say in what ships next.
Back us on PatreonNew builds and devlogs straight to your inbox. Unsubscribe any time.
Prefer real-time? Join the Discord.
Neither in the traditional sense. The server is a ground-up rewrite in Rust and C++, and the client component installs as a Fabric mod - so you load it through your existing launcher like any other Fabric mod. The goal is full behavioural parity with vanilla Java: same inputs, same outputs, only the implementation underneath changes.
Yes. The world translator converts any vanilla world into Astelyx format and back again. If you ever want to leave, your world comes with you - no lock-in, no data loss.
Yes, natively. Players connect through an encrypted relay that translates protocols at the edge, so Java and Bedrock clients on any supported version join the same world - no bridges, no port forwarding, no IP addresses exposed.
Native Astelyx mods run in a WASM or Lua sandbox with no filesystem or network access, enforced at the runtime level. Selected Fabric and Forge mods run on a sidecar JVM with their APIs translated onto the native runtime - not every mod API is translatable, but the ones that are work safely.
Astelyx is in active development, with an alpha on the way. Patreon backers get early builds first; join the waitlist or the Discord to hear the moment builds drop.