VOIDSTRIKE is a browser-native sci-fi RTS built to feel bigger than the browser it runs in. It is chasing the feeling of a full desktop strategy game: heavy atmosphere, big 3D battles, strong visual identity, and real systems depth instead of a stripped-down web prototype.
git clone https://github.com/braedonsaunders/voidstrike.gitcd voidstrike- Launch locally with
launch/launch-voidstrike.commandon macOS,launch/launch-voidstrike.baton Windows, orlaunch/launch-voidstrike.desktopon Linux. - For development, run
npm installand thennpm run dev. - The launcher is the easiest local path; it installs dependencies if needed, builds the game, starts the production server, and opens the browser.
- Worker-first RTS runtime. VOIDSTRIKE runs its authoritative ECS simulation in a dedicated game worker and distributes pathfinding, vision, AI decisions, overlay timing, and countdown logic across additional workers.
- Background-safe fixed-step simulation. Worker-driven fixed-timestep loops preserve RTS timing when tabs lose foreground priority.
- Deterministic simulation discipline. Quantized math, deterministic ordering, integer square roots, and multiplayer-safe system design are integrated directly into gameplay code paths.
- Lockstep multiplayer runtime. Input barriers, adaptive command delay, heartbeat flow control, ownership validation, sync requests, and command buffering are part of the live runtime.
- Per-tick desync forensics. VOIDSTRIKE computes state checksums every few ticks and uses Merkle-tree divergence search to localize mismatches in O(log n).
- Serverless P2P multiplayer with authenticated commands. The networking stack uses WebRTC data channels with Nostr-backed lobby signaling, and multiplayer inputs are cryptographically signed and verified.
- Live network adaptation and recovery. RTT, jitter, and packet loss are measured continuously, command delay adapts to network conditions, and reconnection/resync flows are built into the multiplayer layer.
- WebGPU-first renderer with WebGL2 fallback. The renderer targets Three.js r182 + TSL on WebGPU and ships a WebGL2 fallback path.
- Advanced browser post-processing stack. GTAO, SSR, SSGI, volumetric fog, RTS fog of war, bloom, TRAA, ACES color grading, FSR upscaling, and RCAS sharpening are integrated into the render pipeline.
- Custom rendering infrastructure for instancing and temporal stability. VOIDSTRIKE implements per-instance motion vectors for
InstancedMesh, dual-pipeline TAA/upscaling, and device-lost recovery and fallback handling. - GPU-driven battlefield visibility. Vision and fog-of-war computation run through GPU compute with storage textures and no CPU readback.
- Battlefield-scale rendering systems. The project includes instanced units, instanced buildings, instanced effects, GPU/CPU culling paths, LOD management, instanced selection rings, pooled lights, and GPU-instanced particle systems for large combat scenes.
- Industry-grade navigation and movement work inside the browser. VOIDSTRIKE uses Recast Navigation in WASM with dynamic obstacles, separate land and water navmeshes, elevated-map-aware path queries, formations, crowd steering, flocking, and WebAssembly SIMD boids acceleration.
- Hybrid 3D + 2D presentation stack. The runtime combines WebGPU 3D rendering with a Phaser overlay for tactical indicators, damage numbers, alerts, and screen effects.
- Integrated content and debugging tools. The codebase includes a reusable 3D map editor, navmesh/connectivity validation, LLM-assisted map generation, a battle simulator, debugging overlays, performance instrumentation, and asset/LOD workflows.



