Honest reflection on what went wrong, and how Outerspace was redesigned from the ground up — dark universes, triangles, and a structure built to scale with the community.
From Three.js to Godot Engine, from the Spaceship to Hyperliquid — how Outerspace was born and why the choices behind it mattered more than the tools themselves.
How we built Spacebars visual language by choosing what not to do — organic over commercial, white universes over dark ones, and unboxing feelings over technical impressiveness.