Mako home
Features

Heavily optimized. Still vanilla.

Mako is made for the hardest case: hundreds of players in one spot. It stays fast there, and the game still plays like Minecraft.

The vanilla promise

Faster, and still the same game

We check every optimization against normal behavior. Results coming soon.

Crowd performance

Built for big crowds in one spot

These are done and in the build we benchmark.

done

Big crowds, steady TPS

Results coming soon.

done

Lower MSPT

Results coming soon.

done

Less network load

Big crowds cost much less CPU to keep every player up to date. Players see exactly the same game.

done

Less memory churn

The server creates far less short-lived memory per second, so the garbage collector has less to do and pauses less.

done

Calm join and leave waves

After a restart or at an event start, many players join at once. Very large servers no longer kick new players, and mass leaves keep the console clean.

done

Slow clients can't hurt others

A frozen or very slow client can no longer fill the server's memory. Healthy players on slow connections stay online.

in development

Modern PvP

For crystal, anchor, sword, axe and mace PvP. Players do not ask for TPS. They ask: does my totem swap count, do my hits count, are crystals fast?

Ghost totems

A ghost totem is when you die with a totem in your inventory, although you swapped in time. Part of this is the server's fault, not your ping.

Our target is zero server-caused ghost totems, proven with a replay test and a counter on live servers. Ghosts caused by high ping are a fairness question, so that fix will be an option you choose.

Totem swaps that count

A swap that reached the server in time saves you. Every time.

Faster crystal fights

Crystal explosions cost the server less, with exactly the same result.

Published hit timing

We will measure and publish hit delay, knockback delay and ghost-totem counts.

Your rules

Optional settings for knockback, hit timing and high-ping players, per world. All off by default.

in development

More cores for one crowd

Big hosts have many CPU cores, but one busy spot still uses only one of them. We are working on letting one crowd use more cores, without changing how the game plays.

See the numbers

Benchmark results are coming soon.