Good afternoon, readers.
Oh yeah, this is going to be the first blog entry of 2026, so let us begin by talking about the VoidShell library's future.
As many of you can guess, this library initially started as an ASM x86 program inside a ST file, which was loaded by the engine through a SuperNull exploit (The StateDef Overflow engine vulnerability was used as main vector back then), and despite you could expect, it was simpler than the current version.
"Eikidankai" was the first name given to said library and early build versions were used on a few known characters (such as x00x00x or Void.Schmelze) to withstand most SuperNull enemies from the past decade.
However, there was no real defense behind it, as it just seals most of the engine vulnerabilities while hooking some primary functions, causing their exploits to be effectively blocked but also rendering them unstable.
They were eventually left as PoC characters while the Eikidankai program had to be reworked from scratch, as the expected result was not met, so that is how years of research and self-reflection passed, before finally turning it into its current state...
A framework library
After seeing the current state of VoidShell, I guess I can now feel satisfied with the final result.
It is functional but still far from reaching its peak.
What's the future of this library then?
The library will be updated for a while whenever possible.
These are the most relevant features expected to be implemented in future build versions:
[Improved Dynamic Portrait]
This is self-explanatory, but use options will be extended
[Preload Mode]
When loaded externally, the library's engine interface area will remain inactive until fully initialized, while creating its system threadworkers
[Auxesis Mode]
A special mode that will work in a very similar way to the Secretary/Anti-Malware methods when a host explicitly request it
[Enhanced Thread Priority]
A special state where the character's thread workers will have their effectiveness enhanced to try overriding the enemy threads' effects
[1.1B Support]
Code support for this engine version will be implemented for an increased versatility...
Lorewise, "VoidShell" is actually a foreign entity capable of granting their users a slice of its power while hiding their real form to go unnoticed, which has already been featured in my personal project.
This blog entry is subject to updates, so stay tuned when possible.
Well, this is all for now, have a nice day.
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