Why it exists
Minecraft PvP is a real competitive discipline on an engine that was never built for it. Three bugs define the ceiling, and all three belong to the engine rather than to the game:
- Reach desync — “how did he hit me from there?”
- Knockback inconsistency — the same hit, a different result.
- Whiff-based-on-latency — your aim was right; the network disagreed.
A from-scratch engine deletes them by construction, because fair hit registration is the foundation instead of a patch.
128 Hz, fixed
The simulation runs at 128 Hz on a fixed timestep, independent of your frame rate. Minecraft runs 20.
Server-authoritative
Clients send inputs, never positions. The server re-simulates every tick — the netcode and the anti-cheat at once.
Real lag compensation
The server rewinds each target to what you actually saw when you clicked. The Counter-Strike approach, not a reach fudge factor.
The hitbox is the model
Not a box around the player — the six posed boxes you can see, from the same skeleton that draws them.
1.9 combat, exactly
Cooldown, charge-scaled damage, crits, sweeps, the sprint-reset W-tap. Ported from the real values, not approximated.
Requirements
- In a browser — a current desktop Chrome, Edge, Firefox or Safari, with a mouse and a keyboard. No phone layout yet. Nothing to install: about 7 MB, downloaded once.
- The Windows app runs better, and is what a real match should be played on. Windows 10 or 11 (64-bit) and a GPU with Vulkan or DirectX 12. macOS and Linux builds are not out yet.
- The installer isn’t code-signed yet, so Windows SmartScreen warns you once. More info → Run anyway.