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GitHub - marceld23/BlocksBeyondTheStars: A block-based 3D space crafting game: explore procedurally generated planets across many star systems, mine and craft, tame creatures, build ships, bases and your own space stations — solo or with friends. Open-source .NET server + Unity client, self-hostable.
marceld23 · 2026-06-23 · via Hacker News: Show HN

Blocks Beyond the Stars

🌐 Website  ·  ⭐ Rate on Itch.io  ·  ⬇️ Releases  ·  Contribute / report a bug

Contents: What is it? · Screenshots · About this project · Project Status · System requirements · Windows security notice · Guiding principle · Tech stack · Repository layout · Build, test, run · Adding content · Status

🎮 Blocks Beyond the Stars is also available on itch.io — get the game at jumavegames.itch.io/blocks-beyond-the-stars. The home page with all the details lives at www.blocksbeyondthestars.com/en.

A block-based 3D space crafting game for Windows. You start with a small spaceship, explore procedurally generated planets, mine resources, craft gear, research blueprints, and grow your ship — built from day one as a client/server game so multiplayer and self-hosting come naturally.

What is it? (the short pitch)

You wake aboard your own spaceship at the edge of an unknown universe. Out there are many star systems — each with its own sun, its own planets, moons and asteroid fields. Every world is unique: from cold, airless rocks adrift in space — barren but rich with ore — to lush, heavily forested worlds teeming with life, with frozen tundra, lava fields, fungal groves, floating skylands and dive-able oceans in between. And every alien world grows its own flora and fauna. Land on any of them and start digging — every block can be mined, reshaped and rebuilt. Tame the wild creatures you meet into loyal, named companions, and craft a hover speeder to range far across the surface.

Gather resources and knowledge to unlock blueprints, smelt and craft, and grow your ship — then fly real, system-scale routes between worlds and jump from one star system to the next. Dock at space stations, walk into villages and cities full of NPCs to trade and take missions, and build your own — your own planet bases and even your own space stations, designed block by block in the in-game ship editor and a structure editor for crafting your own space stations, villages and cities. Along the way you collect DataQubes (each one a little arcade minigame), and, if you want, you can follow The VEGA Protocol — an optional, genuinely exciting story narrated by your ship's AI VEGA that builds to a real finale.

Play solo, host a world for friends, or join a dedicated server. In multiplayer you can form alliances and then share bases and structures with your allies — the world is shared, persistent, and self-hostable.

In one session you might:

  • 🪐 Explore unique planets, moons and asteroids across many star systems — each with its own sun, terrain and alien flora & fauna
  • ⛏️ Mine, smelt and craft, and gather knowledge to unlock new blueprints
  • 🚀 Grow and redesign your ship, then fly between worlds and jump between star systems
  • 🛰️ Dock at space stations and walk into villages & cities full of NPCs — trade, take missions
  • 🏗️ Build your own bases and your own space stations; link teleporter pads, build with colored light
  • 🛠️ Design your own ships, space stations, villages & cities in the in-game ship & structure editors
  • 🐾 Tame wild creatures into named, loyal companions that travel with you
  • 🛻 Craft a hover speeder to race across planet surfaces
  • 🤝 In multiplayer, form alliances and share bases and structures with your allies
  • 📻 Talk to other players by text and live voice over your radio — upgrade it from planet-wide to system-wide to galaxy-wide reach
  • 🎨 Make it yours: design your avatar's face, dye any material, paint with light
  • 🕹️ Collect DataQubes — arcade minigames — and read the in-game Codex wiki
  • 📖 Follow the exciting VEGA Protocol story (optional, narrated by your ship AI) to its finale
  • 🎵 Set the mood with a built-in music library

Screenshots

Many different worlds — every planet type has its own terrain, flora and sky:

Generated from the live game — see docs/screenshots/.

About this project

Blocks Beyond the Stars — JuMaVe Games

A family project:

  • Justus Dütscher (son) — ideas, game design, playtesting
  • Marcel Dütscher (father) — technical lead and AI prompting
  • Verena Dütscher (mother) — game balancing and playtesting

We're hoping for community support! Get involved and join in — your name could soon be here too! See CONTRIBUTING.md for how to play, report bugs, or send a pull request, and our short Code of Conduct (the gist: be kind to one another).

(This is the same credit shown in the game's Credits screen — ui.credits.body.)

Status & docs: TODO.md is the single Done/Open status doc; player operation is in docs/user/USER_MANUAL.md; building and verifying builds is in docs/developer/DEVELOPER.md; the system overview is in docs/developer/ARCHITECTURE.md and every developer doc is indexed in docs/developer/README.md. (The original German requirement specs under plans/ were consolidated and removed.) Docs and code comments are English. In-game text is bilingual (German + English).

Project Status

Blocks Beyond the Stars is a free in-development game. Bugs, missing content and compatibility issues are expected. Multiplayer and server behavior may change between versions.

The software is provided as-is under the terms of the license included in this repository.

System requirements

The game client is Windows-only, but the server is cross-platform — so a Linux/macOS machine, a NAS or a VPS (including via Docker) can host a world that Windows players join.

Game client (to play)

  • Windows 10/11 (64-bit).
  • A GPU with DirectX 11+ support (Unity 6 / URP) and a few GB of free disk for the client + worlds.
  • The client always talks to a server: a local one started automatically in singleplayer / "Host Game", or a remote dedicated server.

Dedicated server (to host)

  • OS-independent. Self-contained packages (no .NET install needed) ship for Windows x64, Linux x64 and Linux ARM64; build them with scripts/publish-server.ps1 / .sh.
  • Or run the Docker image on any Docker host — Linux, macOS, Windows (Docker Desktop / WSL2), a NAS or a VPS. Pull it from GHCR (ghcr.io/marceld23/blocks-beyond-the-stars-server) or build it locally. See SELF_HOSTING.md §10.
  • Lightweight: no GPU, modest CPU/RAM. On low-power ARM64 boards prefer an SSD over a microSD/eMMC for the world database.
  • From source you only need the .NET 8 SDK (see Build, test, run).

Windows security notice

This Windows build is currently not digitally signed. Because of that, Windows 11 / Microsoft Defender SmartScreen may show a warning such as "Windows protected your PC" the first time you start the game.

If you downloaded the game from this GitHub page (or from the official releases) and trust the source, you can choose "More info" and then "Run anyway" to start it. If you do not trust the download source, do not run the game.

Blocks Beyond the Stars uses a local/server-based multiplayer architecture. On first launch, Windows Defender Firewall may ask for permission more than once — for example for the game client and for the local/server component. To play, host, or connect to multiplayer sessions, you may need to allow these components through the firewall.

  • Recommended: allow access for private networks only, unless you know you need public network access.
  • Please do not disable your firewall.

Guiding principle

The Unity client is presentation and input. The .NET server is the truth of the game world.

The client sends intents; the server validates them authoritatively and broadcasts the resulting state. The client never decides resources, inventory, crafting, ship state, oxygen, damage, blueprints or travel.

Tech stack

Area Choice
Client Unity 6 LTS (6000.4.x), URP + C# (Windows) — see client/
Server .NET 8, standalone console host (no Unity runtime)
Admin UI ASP.NET Core 8 minimal API + HTML dashboard
Database SQLite (default, portable); PostgreSQL later
Realtime net LiteNetLib (UDP) + MessagePack
Shared logic netstandard2.1 so the same code runs in Unity and the server

Repository layout

src/BlocksBeyondTheStars.Shared/          data models, data-driven definitions, localization, protocol DTOs
src/BlocksBeyondTheStars.WorldGeneration/ seed-based deterministic chunk generation
src/BlocksBeyondTheStars.Persistence/     SQLite repository, savegame layout, autosave, backups
src/BlocksBeyondTheStars.Networking/      transport abstraction (LiteNetLib + loopback), messages, codec
src/BlocksBeyondTheStars.GameServer/      authoritative tick loop + console host
src/BlocksBeyondTheStars.Api/             admin web UI + API
src/BlocksBeyondTheStars.Tools/           validate/info/backup CLI
src/BlocksBeyondTheStars.Client.Core/     Unity-free client logic (NetworkClient, ClientWorld), netstandard2.1
tests/BlocksBeyondTheStars.Tests/         xUnit tests (server/shared)
tests/BlocksBeyondTheStars.Client.Tests/  headless client<->server integration tests
client/                         Unity project (scripts + scaffold + Assets/Tests; open in the Unity Editor)
ai-backend/                     optional Python LLM service (mission/NPC/ship-AI text) — game runs without it
tools/                          editor-export merge tools (Python) + AI asset generation (tools/ai-assets)
data/                           data-driven content (blocks, items, recipes, blueprints, modules, planets)
data/locales/                   localization (en.json, de.json)
docs/user/                      player-facing manual (USER_MANUAL.md)
docs/developer/                 architecture, design/how-it-works docs, ADRs (docs/developer/adr/) — see its README.md index
scripts/                        build-client.ps1 + publish scripts for self-hosting packages

Build, test, run

Requires the .NET 8 SDK.

dotnet build BlocksBeyondTheStars.sln       # build everything
dotnet test                       # run all .NET tests (server/shared + headless client<->server)
./scripts/run-tests.ps1           # selectable test runner (adds the Unity Editor suites with -Suites All)
dotnet run --project src/BlocksBeyondTheStars.GameServer   # start a local dedicated server (UDP 31415)
dotnet run --project src/BlocksBeyondTheStars.Api          # start the admin UI (http://127.0.0.1:31416)

The playable Windows client is built with scripts/build-client.ps1 (publishes the shared libs + the bundled server and runs a Unity batch build; requires the Unity Editor). See docs/developer/DEVELOPER.md for the full build guide, how to verify a build is fresh, and known build pitfalls. The Unity client is tested against the real game server — the approach is documented in docs/developer/CLIENT_TESTING.md.

Server configuration lives in config/server.json (created on first run) and is editable via the admin UI. See docs/developer/SELF_HOSTING.md.

Admin dashboard

BlocksBeyondTheStars.Api is a standalone web host serving the server admin dashboard at http://127.0.0.1:31416/ (adminBindAddress/adminPort in config/server.json): status, config editing, backups, log tail and mission/content tools — optionally gated by an admin password. Start it with dotnet run --project src/BlocksBeyondTheStars.Api, or in a server package run BlocksBeyondTheStars.Api(.exe) from the install folder (next to the game server, so both share config/server.json). URL, auth and the full HTTP API are documented in docs/developer/SELF_HOSTING.md §5.

Tools CLI

dotnet run --project src/BlocksBeyondTheStars.Tools -- validate data
dotnet run --project src/BlocksBeyondTheStars.Tools -- info saves world_001
dotnet run --project src/BlocksBeyondTheStars.Tools -- backup saves world_001

Optional AI backend (LLM)

ai-backend/ is a separate, optional Python service (FastAPI + LangChain/LangGraph, provider-agnostic via the OpenAI-compatible chat API — LM Studio / OpenAI / Claude, chosen by env) that writes mission texts and NPC/ship-AI dialogue. The game is fully playable without it — every AI text has a scripted, localized fallback, and the C# server validates everything the service returns. It is also bundled into the Docker image and starts automatically when you mount its .env (otherwise no Python process runs). See ai-backend/README.md, docs/developer/AI_MISSION_BACKEND.md and SELF_HOSTING.md §10.

Self-hosting packages

./scripts/publish-server.ps1            # win-x64, linux-x64, linux-arm64

Produces self-contained, single-file packages (no .NET install needed on the host) under artifacts/. On Linux/macOS use scripts/publish-server.sh.

You can also run the server (game server + admin/portal/download UI, plus the optional bundled AI text backend) as a Docker container on any OS. Each tagged release publishes a multi-arch image to GHCR, so you can just pull it — docker pull ghcr.io/marceld23/blocks-beyond-the-stars-server:latest — or build it locally with docker compose up -d. The self-hosting guide has the full setup plus a step-by-step local test in Docker Desktop: docs/developer/SELF_HOSTING.md §10 (try it locally).

Players can also download and install the Windows client from the running server's own web page: scripts/publish-client-installer.ps1 builds a Velopack installer + auto-update feed, the admin host serves it at /download + /updates, and the /portal page links it. See docs/developer/SELF_HOSTING.md §9.

Adding content (data-driven)

Blocks, items, recipes, blueprints, ship modules and planets are JSON in data/; no code changes are needed to add content. Player-facing names use localization keys resolved from data/locales/{en,de}.json. Validate with BlocksBeyondTheStars.Tools validate.

Status

A fully playable client + server game: multiple star systems (each with its own sun, planets, moons and asteroid fields), procedurally generated worlds that wrap east–west (walk around the planet, seam-free), 18 planet types including exotic ones (skylands, fungal, corrupted, ocean, salt flats, …) with their own flora and fauna, swimming/diving, creature taming, a craftable hover speeder, mining → crafting → blueprints → ship building, real system-scale space flight (with jumps between systems) with stations, settlements and NPCs, peaceful NPC trader traffic, the "VEGA Protocol" story campaign (a swappable, story-agnostic engine with lore fragments, three Guardian machine types and a two-route finale), multiplayer with per-player ships, player alliances, shared bases and trading, planet bases + teleporter pads, material dyeing and colored-light building, in-game customization (avatar pixel-face editor, content/ship/station editors), an in-game Codex wiki + data-cube arcade minigames, a built-in music library, the VEGA ship-AI onboarding/advisor companion, world-creation options, and an optional LLM backend for dynamic dialogue/mission text. Self-hostable dedicated server. Currently 584 xUnit tests pass.

See TODO.md for the current Done/Open status, the user manual for controls/mechanics/commands, and AGENTS.md for contributor rules.