[WIP] Blocks Beyond the Stars 🚀 - A 100% AI-Generated Client/Server Voxel Game (Unity 6 URP) built by a Dad & his 10yo Son

Hi everyone!

I wanted to share a project that started as a fun family hobby but quickly evolved into a massive technical experiment testing the limits of modern GenAI workflows combined with Unity 6.

My 10-year-old son, Justus, acts as the “Lead Product Manager” for this game. He comes up with the world design, mechanics, and crazy ideas (like corrupted planets or specific spaceship modules). My job as the dad (with a software engineering background) is to bring his ideas to life as rapidly as possible.

To do this, we decided to use AI for everything.

To be completely transparent: 100% of the code, 3D models, textures, and music were generated by AI tools, with me acting as the architect and orchestrator.

:hammer_and_wrench: The Tech Stack & Architecture

We didn’t want to build just a throwaway prototype. We aimed for a persistent multiplayer experience.

  • The Client: Built in Unity 6 (URP). Unity strictly acts as the presentation and input layer. The client never dictates inventory, oxygen, damage, or crafting.
  • The Server: A lightweight, authoritative .NET 8 console host (no Unity runtime). It runs smoothly on Windows, Linux, Docker, and even ARM64 NAS setups.
  • Networking: We use LiteNetLib (UDP) and MessagePack for fast, serialized communication between the Unity client and the .NET server.
  • Dynamic Storytelling: We integrated an optional Python LLM backend (FastAPI + LangChain) into the game server to generate real-time dynamic mission texts and NPC dialogues based on the current world state.

:robot: The AI Workflow in Unity

It’s fascinating to see how Unity acts as the perfect “glue” for AI-generated assets. When my son requests a feature (e.g., “I want a hover speeder!”), I prompt the LLM for the C# logic (sharing our netstandard2.1 interfaces with the AI). Then we generate the textures and sounds via AI generators, import them into Unity, hook up the scripts, and he playtests it immediately.

:milky_way: Current Features

  • Procedurally generated star systems (sun, planets, moons, asteroids).
  • Seamless block-based voxel mining and building.
  • In-game ship and space station editors (design your ship block-by-block and fly it at system-scale).
  • Multiplayer with alliances, shared bases, and global radio comms.

:link: Where to find it & Open Source

(Note: As a new forum user, I cannot post direct links yet, so please copy/paste the URLs below or search for them!)

We made the entire repository Open Source (MIT) because we want to share this experiment with the community. You can find the source code, architecture docs, and release builds here:

  • GitHub: Go to github . com / marceld23 / BlocksBeyondTheStars (just remove the spaces) or search GitHub for “Blocks Beyond the Stars”.
  • Website: blocksbeyondthestars . com

:handshake: We Need Your Help! (Call for Contributors)

Since this is a family hobby project, we would absolutely love for the Unity and Open Source community to get involved! We are actively looking for feedback, testers, and contributors.

Whether you want to:

  • Dig into the C# codebase and submit a Pull Request,
  • Help us optimize the Unity 6 URP performance,
  • Squash some of the bugs Justus finds,
  • Or simply play the game and tell us what you think…

…every bit of help is incredibly appreciated! If you want to jump in, check out the CONTRIBUTING.md on our GitHub or just drop a comment below. Your name could soon be on our game’s credits screen!

Would love to hear your thoughts on the project, the URP setup, or our client/server architecture approach. Has anyone else experimented with fully AI-driven workflows in Unity 6 yet?

Cheers, Marcel & Justus