PHASE 0: FOUNDATION

Changelog

Every change we make, shipped transparently. Built in public since September 2025.

133
Changes
21
Weeks

Akasha Void started in September 2025 as an experiment: could we build a real-time space trading game that runs entirely on a blockchain? Five months later, we have a playable game with a living economy, AI traders roaming the galaxy, ships jumping between star systems, and a community of early testers helping us shape the experience.

We began with the fundamentals — a procedural universe generator, a game engine written in Rust, and a WebGL renderer. By October, we had AI traders buying and selling goods across star systems, a working fuel system, and the beginnings of a combat system. In November, we made the leap to running the game client directly in the browser using WebAssembly, meaning anyone with a web browser could play without installing anything.

December and January brought the features that make a game feel like a game: a proper trading interface where you can compare prices and find profitable routes, a leaderboard powered by real blockchain data, a tutorial for new players, and dozens of quality-of-life improvements. We also invested heavily in reliability — adding error tracking, automated testing, and crash recovery so the game stays online even when things go wrong.

We're now in Phase 0 (Foundation) on testnet, with the core gameplay loop complete: fly between systems, trade goods, manage fuel, and compete for the best routes. Combat is next.

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Added smart rendering that adjusts detail level based on zoom — zoomed out views render faster with simplified effects, zoomed in shows full quality
Added a public changelog page so players can follow development progress week by week
Added error tracking across all services so we can find and fix crashes faster
Fixed a bug where the camera would follow an invisible ship after docking at a station
Improved the leaderboard service to recover automatically from crashes without losing data
Fixed login issues where players would get stuck after their session expired
Made wallet connections more reliable across different browser wallet extensions
Added a tutorial for first-time players with keyboard controls reference
Doubled ship travel range by adjusting fuel efficiency
Tuned the market economy — fixed an issue where some trade routes had zero profit
Replaced real blockchain names with fictional ones for star system naming
Added Sentry error tracking to catch and fix issues before players report them
Improved deployment safety with a staging-first rule to catch bugs before they reach production
2
Designed the modular ship system — a future feature letting players customize their ships with different components
Fixed the docking interface to display correctly in the browser
10
Completely reworked how ships move between stars, unifying regular cruising and hyperjump travel into one clean system
Ships can now jump 16x faster than before, making long-distance travel feel much better
Fixed a jitter bug that made ships visually stutter during flight — turned out to be a timing precision issue at the nanosecond level
Eliminated visual stuttering caused by network latency with a new smooth interpolation system
Fixed duplicate network connections that were causing ships to render twice
Added network lag simulation tool so we can test how the game feels on slow connections
Fixed AI traders getting stuck at stations because they ran out of fuel
Added automatic credit recovery for traders that go broke
Added password-protected early access for the testnet
Switched to a more efficient data format that reduces network bandwidth by 65%
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