Built from
the ground up.

Axe'n'Stax is not a Minecraft mod and not a fork of an existing voxel engine. It's a custom engine written from zero in Rust — plus a from-scratch identity, payments, and save stack underneath it. We build on open standards, the way every company builds on Linux and HTTP. The implementations are ours.

1,169
commits in ~90 days
117k+
lines of Rust (the engine)
2,262
automated tests, green
8 + 86
engine specs + design docs (and 4 ADRs)

Figures are from the game repository alone — the identity/payments/save stack below lives in its own separate repos.

Two things were built, not one

Most "blockchain games" are a skin on someone else's engine. Axe'n'Stax is the opposite. There's a custom voxel engine — world format, renderer, networking, physics, the lot — and beneath it a custom stack of identity, payments, save and distribution primitives, each written from scratch. The game sits on infrastructure we also wrote.

Saying Axe'n'Stax "used open source" is like saying a car company "used roads." Everyone builds on open standards. What matters is what you built on top — and here, that's nearly all of it.

What's already in the game

Every item here is implemented and test-covered — shipping today, not on a wish-list.

Core engine

Custom voxel world format, a wgpu renderer (greedy meshing, 3 GPU tiers, frustum culling), a 20 TPS authoritative tick loop, LAN multiplayer, up to 4-player split-screen in the browser and native, and an in-game command/chat system. A cross-platform packaging pipeline produces native Windows, macOS and Linux builds.

A full game

Mining, tools, crafting and smelting; farming (tilling, ~17 crops, processing workstations); combat and armour; ~19 mob types with real AI; villages with professions, quests and reputation; cooking; build schematics; cosmetics; and an in-game Workshop that reskins and reshapes blocks and mobs.

Experiences & sharing

Two arcade Experiences ship in-game — Hash Dash, a 3-minute mining sprint, and Satori Rush, a race to the rarest block — built for BTC Prague. Players browse each other's open Stash from the lobby to adopt skins and play published Experiences, distributed over Beacon.

A player economy

Vendor Blocks (player-run shops), auctions, a bazaar, bounties and commissions — the first player-to-player trade paths, with Builder NPCs and tradeable build plans layered on top.

Proof of Play

A real SHA-256 hash on every pickaxe strike, surfaced to the player as an educational proof-of-work primitive. It deterministically drives rare drops and, on Bitcoin-enabled servers, Lightning payouts — parent-controlled, never an age wall.

The stack we built underneath

This is the part people miss. These are our own primitives — written from scratch, in their own repositories, reusable across games. Not dependencies pulled off a shelf.

Signet

Decentralised identity — sign in with a Nostr persona, no passwords, parent-controlled nested child accounts.

Stash & Locket

Encrypted cloud and local save. Your world is yours, end-to-end — we can't read it.

Beacon

Public content distribution — share skins, scenarios and builds across the network.

Payments & crypto

Lightning rails (toll-booth / 402) plus real cryptography written in-house — ring signatures, Shamir secret sharing, range proofs, key-tree derivation.

What we build on

We didn't reinvent these, and we don't claim to: Rust, wgpu, egui for the engine and rendering, and the open money-and-identity rails — Nostr and the Lightning Network. Everything that sits on them, we wrote. Being precise about that line is the point — it's where the credibility is.

The pitch is momentum

This is the velocity that's already proven — a working engine and a working stack, in ninety days. Funding doesn't buy a wish-list; it compounds what's already moving.

Where it's going → Read the specs →