In active development

Divine

Performance you can feel.

A next-generation Minecraft server core — engineered so crowded worlds stay smooth, and every claim is backed by a measurement.

Why Divine

Built for servers that refuse to slow down

Divine keeps crowded worlds responsive by treating every millisecond of tick time as a budget — and every optimization as a measurement.

Busy stays local

When one area fills with players and mobs, the rest of the world keeps running smoothly — the load stays where it happened.

Work, spread out

The world's workload is divided into independent areas and processed in parallel, instead of piling onto a single queue.

No wasted motion

Repeated work is identified and removed. In measured tests, most redundant packet encoding simply stopped happening.

Stable under pressure

Spikes happen — events, farms, peak hours. Divine is designed so busy moments stay busy instead of becoming broken ones.

Performance

Measured. Not promised.

Every number on this page comes from a real benchmark run on the Divine development harness — simulated players, real server, repeatable conditions.

Tick time as a crowded area fills up

Everyone in one place Players spread out
Simulated playersTick time (ms)
−11.7% Region tick time — 150 players in one busy area MeasuredDevelopment build
~90% Repeated packet encodes eliminated in broadcast load MeasuredDevelopment build
−23% Sampled CPU work under moving-hotspot profiling MeasuredDevelopment build
20 TPS held with 250 idle players in a single area MeasuredBaseline

Benchmarks run on Ryzen 7 9800X3D · 4 GB heap · Java 25 · Minecraft 26.x · simulated players (bots) on a single machine. Early development results — some workloads still show regressions under investigation. Full reports ship with releases.

How it stays light

Fast is a design decision, made every tick

Divine doesn't chase a single magic trick. It's a discipline: profile the real server, remove real work, verify nothing broke, repeat.

See how it works
  1. 01

    Profile the real thing

    Every change starts with a recording of a real server under real load — not a guess.

  2. 02

    Remove work, not features

    Optimizations target duplicated or invisible work. Gameplay semantics stay vanilla.

  3. 03

    Prove it, or revert it

    Every patch faces the same gate: correctness suite, interleaved A/B benchmark, keep-or-revert decision.

Ecosystem

A plugin platform built for speed

Divine ships with its own contained plugin runtime — designed so plugins get power without ever touching the server's fragile internals.

Divine Plugin Runtime

In development

A sandboxed, high-throughput plugin environment with its own API surface — plugins are contained by default and measured by design.

Compatibility: Divine builds·API: experimental
Official plugins

Download

First public builds are on the way

Divine is still in active development. Builds will appear here the moment they pass the keep-or-revert gate.

Stable

Divine Core

Verified builds that hold up under the full benchmark matrix.

Version
Minecraft
26.x
Release notes

Experimental

Divine Core

Cutting-edge builds for testers who want every optimization the day it lands.

Version
Minecraft
26.x
Release notes