Private Beta · Invite only

A Minecraft 1.8 PvP client,
rewritten in Rust.

No JVM. Faster startup, lower memory. Built from scratch — not a Java mod.

Windows · macOS · Linux  ·  Minecraft 1.8.9 (protocol 47)  ·  Multiplayer only

Private Beta — this client is in closed testing. Access is invite-only while we stabilize the core. Many features are planned but not yet built. If you're looking for a polished, feature-complete client today, come back later.

What works today

Everything below is running right now. The list is short — we're being honest.

Online login

Microsoft account authentication via Device Code Flow. No offline-only accounts.

Multiplayer ready

Connects to any vanilla-compatible 1.8.9 server. AES/CFB8 encryption + zlib compression.

Native performance

No JVM. Rust + wgpu rendering, tokio networking. Faster boot, lower RAM than Java clients.

Custom launcher

Tauri-based cross-platform launcher. Account management and version selection.

HUD editor

Drag-to-place HUD elements. Positions saved per profile.

Resource packs

Standard 1.8.9 resource packs work. Apply and manage from the in-game menu.

A few of the working mods

Combo Counter Target HUD Reach Display Damage Indicator Keystrokes Armor Status Potion Status Pearl / Gap Cooldown Sprint Indicator Custom FOV Zoom 1.7 Animations Sword Trail Scoreboard

~120 of ~150 planned mods. Many are basic HUD widgets.

What's coming

These are on the roadmap. None of the items below work yet. We're showing them so you know where the project is heading.

Anti-cheat

  • Grim Simulation false positive
  • Strict-server PvP verification

Render

  • Player Outline
  • Enchant Glow
  • Chunk Animator
  • Custom Crosshair editor

Engine

  • Faster chunk meshing
  • Frame-pacing pass
  • Shader support

Misc

  • Replay mod
  • Friends / Party
  • Custom keybind editor

Why rewrite in Rust?

Most 1.8 custom clients are Java mods loaded on top of the original jar. That means a JVM, mod-loader overhead, and inherited memory footprint.

This client ships a Rust engine instead — rendering, physics, networking, protocol, all rewritten from scratch. The payoff is lower memory use and faster cold start. The cost is everything has to be reimplemented one method at a time.

That's why the beta is closed. Each feature that ships is native, not emulated.

Renderingwgpu
Networkingtokio
PhysicsVanilla 1.8 (translated)
LauncherTauri
Protocol47 (1.8.9)
RuntimeNative · no JVM

Known issues

We're keeping this page honest. Here's what's broken right now.

Anti-cheat

Grim AC Simulation flag — still under investigation

On strict Grim servers, the Simulation check fires during sword block-hit cycles and occasionally during slow approach attacks near max reach. Every physics path we can identify has been audited line-by-line against vanilla 1.8.9, but the root cause is still open. Mob PvE is unaffected. If your server runs Grim with tight thresholds, expect false positives.

Scope

Multiplayer only

No world generation, no integrated server, no save files. The client is aimed at servers — single-player support is a possible future direction, not a near-term goal.

Incomplete

Rendering gaps

A few visuals remain placeholder or missing: water flow direction, sign text, banner patterns, piston animation, a handful of entity models. Functional but rough.

Everything happens on Discord

Beta invites, builds, updates, support, feedback — all in one place. Join us to request access and follow development.

Join the Discord

discord.gg/uE3G4r2VE8