Blog
From Async to Sync
Many Rust developers assume async is always faster. In Pumpkin, using Tokio for entity ticking and game logic was one of our biggest early mistakes. Here is why we rewrote the core loop to be synchronous—and how Rayon changed everything.
Alexander Medvedev•September 26, 2026
Why We Rewrote Our Plugin API
A deep dive into our decision to move away from native Rust plugins and embrace WebAssembly for the future of Pumpkin.
Alexander Medvedev•May 11, 2026
Update - 11th May 2026: Entities, Bedrock Magic, and World Generation
A monumental update spanning 207 commits and 101 pull requests, bringing all missing entities, profound Bedrock improvements, an expanded Plugin API, stunning world generation features, and much more.
Alexander Medvedev•May 11, 2026
Update - 13th March 2026
RoosterBooster007•March 13, 2026
Update - 6th March 2026
RoosterBooster007•March 6, 2026
Update - 27th February 2026
RoosterBooster007•February 27, 2026
Update - 20th February 2026
RoosterBooster007•February 20, 2026
Update - 13th February 2026
Purdze•February 13, 2026
Why Pumpkin?
Hello! We have a new blog now, and we plan to release regular updates here regarding the progress Pumpkin has made. Huge thanks to BjornTheProgrammer (and also Purdze for the fixes)
Alexander Medvedev•February 6, 2026