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Welcome To Project - IKEMEN:VOID
This project is a big project idea in which, I have been keeping to myself for a while. if you came here through my community post welcome, but if not here's what this is all about.
This project is about / dedicated to making a modified version of IKEMEN in which is fully runs all characters from many different versions of mugens especially cheapies of every exploit run on IKEMEN. meaning, for example, the following can happen (that I didn't mention in my post):
Cheapies of ALL mugen verions can run on this version of IKEMEN this includes all the way up to Frost tier (if possible).
We will make it to where IKEMEN can allow UNLIMITED amounts of characters such as 18k and more.
Make it be possible for it to run on low end PCs
Nonetheless, this project is a HEAVY and I mean HEAVY W.I.P. but as of 06/19/2026 - I have resumed production on the project after being completely done with my to-do list and other things. so be sure to check that video I did out. I have one person who states they will assist with the project maybe around August. but, till then I am on my own with this one.
That being, said thank you all for your support and love. none of this would be possible if it wasn't for you guys.
If you want to enjoy or check out original IKEMEN for now, go here
UPDATE, IKEMEN:VOID BETA 1.0 IS RELEASED, SCROLL DOWN
Availability? Beta Release!
Version 2.0
(AS OF 07-08-2026)
It’s finally here!
The biggest hurdle in the MUGEN engine development has always been stability. Legacy characters, specifically nulls, hypernulls, postmen, and god-tier cheapies rely on memory-corruption exploits to function. In the past, the moment these characters fired an exploit, the engine would trigger a hard crash to "protect" itself.
The Problem: The engine was designed to panic whenever it encountered buffer overflows or malformed bytecode.
The Solution: We have implemented a "Raw Execution" bypass in the backend. IKEMEN:VOID now utilizes an interceptor that absorbs these memory-corruption attempts in real-time, allowing them to register on the opponent without the engine halting. Simply put: we are somewhat reaching a point where you won't need to juggle WinMUGEN or 1.x separately. IKEMEN:VOID is being built to be the unified home for all uniquely coded characters.
What this means for you:
Characters with garbled text, DTC coding, and other techniques are now operational. kills are registering, memory-write exploits are landing, and the engine remains somewhat stable. this has been a tedious, ground-up project, but the results are finally showing but there is still obviously some things that will still need to be worked on. which is why...
I am officially opening this for Beta Testing.
I need the community to help me find the edge cases:
Test your roster - Throw your most unstable, crash-prone characters into the engine. IKEMEN:VOID comes pre-loaded with a dark, chaos-driven version of the Infinite Legacy X SP as it's default. in future updates, we will go into allow the engine to accept and run screenpacks with many many slots but for now we are focused on the cheapie option.
Report findings: If a character fails to register a kill or behaves strangely, I need to know. Please report findings in the ✁・support on my discord server here or under this post
Locking in: Once you report your findings, I will focus on optimizing, fixing bugs, and implementing community suggestions.
SUPER IMPORTANT Beta Notes to keep in MIND:
1 . Performance: Because the engine is now processing "raw" exploit data that it used to ignore, you may experience frame drops or lag. this is a known trade-off for the added compatibility.
W.I.P. Status: This is OBVI STILL a major work in progress. It will take time to reach perfection, and you should expect bugs. we are looking for constructive reports only so we can fix them efficiently.
Setup: Please ensure not to delete all required runtime libraries (DLLs) are placed in the root folder with the .exe to avoid load errors.
This engine was built to be the ultimate home for competitive legacy integrity. Thank you to everyone who helped with the technical brainstorming, and props to the creators of Ikemen for making the engine open source.
This comes with starter characters: Infinite Soulabyss (still has system error), Uya-HTA (kill don't register yet), nihili, Tine na Diabhail (kills don't register), Aestheticdistortionist (currently, cannot load at the moment), Questarv and oaev. soon characters like Vibri, Crazy Catastrophe, and more will be added unto the next phase for further testing (but ofc you guys can add them yourselves before me and tell me if they run)
Enough yappin'. If you're ready to test, the download link is on the red large text above!
NOTE: I am still looking for, anyone who is willing to help with the development of this modified version of IKEMEN
So, believe it or not what I forget to add on my latest bump schedule video is that, once, I am done with my to-do list/everything done my schedule I will fully lock on this project, so far here's the roadmap/what to expect:
Get past loading screen and boot into a basic menu with at least 1-2 test cheapies.
Make common popular cheapies (Donald edits, basic nulls, etc.) function as they do in MUGEN 1.1.
Support very large rosters (thousands of characters) without crashes.
Add optional "compatibility mode" toggles for different exploit levels.
(Long-term) Stability improvements + low-end PC optimizations.
I'm looking for collaborators experienced with:
Go language + Ikemen Go source code (I have some but im looking for more)
MUGEN state controllers, triggers, and old engine quirks
Debugging loading screen / initialization issues If you're interested, DM me on Discord with what you can contribute and I'll ever pay/compenstate you for your time.
Note: Dependencies added and files edited. Currently stuck on the loading screen with default settings. No public build yet, a beta will be released if I am able to get a good chunk of specific tier cheapies working.
Infinite Soulabyss (yes im using that char as a test subject along with like 2 others lol) successfully bypassed the selection screen, loaded its custom visual assets (the "system error" overlay), and initialized the match stage without throwing an immediate desktop crash. progress? or nah?
That being said..if you can join my Discord for real-time updates on IKEMEN:VOID for I am active there, and provide updates there first than on the website or community posts first.
Yes it has been released! the beta of course scroll up!
Or, if you KNOW what to do already and just stumbled here, heres the link:
https://drive.google.com/file/d/1GvS3lZp2XrAT-kLG9NFFSomD8bxxECzi/view
In regards of start up: Soft-fail preload: broken chars/stages become dummy/skipped slots instead of crashing when GodModeParser=1 Shift-JIS .def auto-decode: old WinMUGEN/cheapie defs with Japanese encoding load paths correctly Load-time budget relaxed: no frame-budget spam during LS_Loading / roster compile Budget log throttling: new BudgetLogLimit (default 2 lines per char per match; -1 = unlimited) Now in regards of random deaths / freezes / double KOs: Removed false “buffer overflow” kills: parser warnings no longer flag chars as exploit chars or auto-kill opponents on tick 1 Overflow detection scoped: only raw CNS sctrl payloads can flag overflow, not error text Fixed effect rules firing too often: supernullTryRunEffects no longer triggers on every ChangeState for state 0 KO effects gated to active match: supernullApplyEffect only runs when gameRunning && middleOfMatch() Scoped
void_fallback: only the char that blew the budget gets cut off, not the whole roster Prepare loop fix: all chars still get actionPrepare even after a budget trip (reduces whole-roster freezes) Unmapped statedef stub: cheapies jumping to missing states get an idle stub instead of empty ST_U freeze/ Now for Architecture: voidExtenderActive(c): VOID runtime only runs for flagged cheapies, not every char Removed global forced overrides: no more forcing supernullMode, RawExecution, RawMode on everyone at startup Per-char raw execution: voidRawExecutionActive(c) only for extender chars Standard var/fvar paths: normal characters use vanilla Ikemen handlers again Panic recovery scoped: sanitize/recover wrappers only wrap extender chars New implementation due to a recent report from a user: Cheapie auto-detection What does it do? ez, it Auto-flags heavy cheapies at compile time without manual voidversion: Why? to handle heavy cheapies such as Will of prison flame
We fixed a common issue where the game tried to load FFmpeg from the wrong place (sometimes even System32), which caused "Module Not Found" or weird DLL conflicts on clean PCs. thanks to @Capsule for reporting the issue to me while going thru provided troubleshooting steps.
What's new: Static FFmpeg build option: FFmpeg is baked into Ikemen_GO.exe instead of needing avcodec-*.dll, avformat-*.dll, etc. in lib/ Safer startup: the engine no longer hunts for FFmpeg DLLs in system folders on static builds Normal characters still run vanilla: VOID only kicks in for tagged cheapies (states 501+) Other than that, People please continue to report:
P1 / P2 character names (and their errors showing on the cmd file)
Any missing-DLL errors (paste full message or provide screenshot)
Check save/logs/Ikemen_*.log and send it to me or if you don't see that just search a file called exploit_debug.txt just search it within the ikemen:void folder and send it to me as well when reporting any issues.
I KNOW it seems like I am repeating myself but it is important because the more issues we cover, the more I will look into solving them the much better we can actually get through the betas and such. even if it might take a while it can come much sooner rather than feeling like an eternity considering, my plan is to make sure this project is done before the end of the year. no rush ofc
Match / gameplay fixes
Fixed frozen health bar & missing KOs: voidGlobalP2Char() was returning the active actor’s opponent instead of player 2, which corrupted life locking and rolled back damage near death.
P2 life lock only on exploit writes: removed voidP2LifeLock() from normal lifeAdd/lifeSet; lock applies only to mem/exploit KOs, not regular hits.
Fixed double KO draw: exploit simultaneous KOs resolve to the exploit killer instead of FT_DKO.
Exploit KO targeting: prefers the actor’s opponent; P2-global write only when the target is actually slot 1.
DLL loading (IKEMEN;VOID path)
Root cause: semicolon in IKEMEN;VOID breaks Windows DLL search; avdevice-62.dll was also preloaded even though the exe never imports it.
Removed avdevice from required preload list (exe only needs avutil, swresample, swscale, avcodec, avfilter, avformat, SDL2, libxmp).
Semicolon-path handling: prefer exe-dir DLLs, bulk-preload lib\, dependency-ordered loading, LOAD_WITH_ALTERED_SEARCH_PATH + chdir fallback.
Populated lib\ with transitive FFmpeg dependencies (~112 DLLs).
Removed avdevice-62.dll from lib\ and game root.
Added Launch IKEMEN VOID.bat: shows exe timestamp before launch.
Other than that, that's it a major breakthrough imo is that now Supernull:Replacers can run in IKEMEN:VOID (the proof / example is in the ss below) soon postmen will be able to function on IKEMEN:VOID as well. Now additional information. which imo probably not that important but will say it anyway, for anyone who might be curious. Updates to Build system build.sh:allows semicolon in repo path; copies transitive FFmpeg deps into lib. Junction build: C:\ikemen-void-build → repo (MSYS2-safe); _rebuild_junction.cmd with GOFLAGS=-a for clean rebuilds. VOID exe icon pipeline: external/icons/Ikemen_VOID.png → tools/png2ico.go → Ikemen_VOID.ico embedded at build; version metadata set to IKEMEN:VOID. That is all, next post is what I am doing currently for this is the log of today and a bit of yesterday
Hi, here is some updates / progress that was made today.
Exploit tier system
Secretary (voidver 4.x): external process / script payload detection and escalation
Postman (voidver 5.x): .bat relaunch, dummy opponent paths, opponent .def hijack
Supernull (voidver 6.x) %n clipboard memory writes, buffer-overflow patterns, Soulabyss-style hidden CNS
Auto-detection from bundled scripts (.bat, .cmd, .vbs, etc.), voidversion, and character layout (system/.system + option.txt)
Tier-based frame budgets, burst mode, and VM sanitization bypass for extreme-tier chars
This means, postmen like Extravaganza should be able to run for..
UnsafeBuild=1: paths pass through unchanged; opponent .def/.cns writes allowed (no stub redirection)
Unsafe exec bridge: payload strings go to cmd.exe /C without regex filtering when UnsafeBuild is on
Extravaganza-Postman.bat flow supported (overwrite opponent folder + launch with custom life flags)
Double KO fix (as provided in the screenshot it shows the error but it is fixed): Secretary/Postman no longer use the Supernull %n KO pipeline; KO flags synced with life before round end; life-based winner when both sides were flagged KO
Now for, supernulls like Infinite soulabyss, should run somewhat for..
WinMUGEN %n clipboard emulation with correct byte-count (nWritten) into shadow memory
Exploit KO: opponent life lock, victim reassert, round-blocker clear
selfanimexist(-7235922/-7235954) bypass for Soulabyss probe anims
Blocks error trap states 140 / 3000 / 4000 and infinite Pause/SuperPause from state -2 after a successful exploit KO
UTF-16 BE BOM strip in LoadText for system/.system
Soulabyss auto-tag at DEF load + compile
That is all, as per usual, additional information that I think ig can be somewhat important?
Permissive character loading
Missing .def / .cns / .cmd / .air → optional stubs under save/void_stubs/ (when not in Postman passthrough)
ZIP / folder / case-insensitive DEF resolution for broken roster entries
Fight-time permissive load for CNS, sprite, anim, sound, and state compile
GF-Orochi and similar chars: missing cns_!).txt and other bad paths no longer hard-crash at match start
Also, New / major source modules
voidunsafe*.go, supernull*.go, void_load.go, void_passthrough.go, void_tier_exploit.go, mem.go, dllsearch_windows.go, gen_void_icon.go been added
Supernull:Invoker-tier chars (Diabhail) now kill P2 instead of loading and stalling. Highlights: New Supernull:Invoker profile + UnsafeVM bypass Raw corrupt CNS compiles through (no sanitizer neutering) Legacy state wall lifted for states ≤500 and -1 LifeSet hard-override ignores NoKO / roundNoDamage Diabhail auto-detected via four-way CNS alias (cmd/cns/st/anim → same file) The entry also lists changed files and a short verification checklist. Say if you want it committed or folded into save/config.ini release notes. Postman characters such as Extravaganza and similar relaunch/dummy-swap cheapies win cleanly (no spurious Double KO) There’s a dedicated Extravaganza / Postman section covering tier detection, voidPostmanWinTeam(), EnemyPost hijack handling, and the DKO fix, plus a combined Files touched list at the bottom. Meaning to sum this up, this is the status of high cheapie tiers that currently work on IKEMEN:VOID:
Supernulls (this time of all kinds, such as replacers, reloaders and NOW invokers work)
Postman (mainly, postman like Extravaganza can work. Unique postman like Uta-HTA have yet to work on the engine)
Secretary (cheapies such as Zaphkiel, should be able to run on the engine now._ This means..great news.. drum roll please!
IKEMEN:VOID beta 2.0 will be released tomorrow! (well by the time this post is up it is released today) thank you everyone for your reports and suggestions for the engine! and remember, even when this beta drops please still continue to report any issues, concerns or feedback (yes feedback this time) for the engine since please remember this is a beta, there can still be some minor bugs and issues, meaning one cheapie can work but the other can just bug out n such so yee. Other than that is there any features you guys like to see at this point in time or much later in the releases? let me know in 🎀✁・suggest Thanks!
HIIIIIIIIIIII, yes it is here! 2.0 is here and ready for also further testing too!
Since after all... our first build, the goal was simple: stop the engine from panicking and start teaching it how to "speak" the language of legacy cheapies. With Beta 2.0, we have moved beyond experimental concepts into a functional Lab Environment.
Now you're probably wondering, what's new in IKEMEN:VOID BETA 2.0? Simple,
1. Full Supernull Support:
We’ve fully implemented the Invoker UnsafeVM. Characters like Tine na Diabhail are now successfully utilizing 4-way CNS alias chains to execute kills, with full hard LifeSet overrides. and, on top of that supernull replacers and reloaders can now load fully as well along with invokers thus this is why it is full supernull support.
2. Postman Precision:
The Postman-tier logic is overhauled. in the beginning, when trying to get postmen to fully work it would do a double KO. we have successfully mitigated the "Double KO" bug. Extravaganza and other relaunch-style characters now correctly resolve wins without engine crashes.
3. Supernull Governance:
The reason why supernulls are mentioned again is because now supernulls the more complex ones like Infinite Soulabyss pipelines, are now under "Lab Governance." We are faking the heavy memory-write/clipboard exploits in real-time, maintaining engine stability without triggering window storms. meaning, sure it won't look visually like how it is in mugen but it still does operate as your average supernull.
4. Permissive Loading:
The void_load.go layer is live, meaning broken or missing assets will now load with stubs rather than failing, allowing you to test even the most "broken" characters in your library.
Now, you're probably wondering, well what happens from here. simple, my requests for you all are still the same.
Still report any issues or conflicts or inconsistenties now. for, we aren’t just looking for crashes now, we are now looking for tier verification. This build includes a robust save/exploit_debug.txt that logs life writes, exec attempts, and tier escalations.
If you have a character that falls into the "Supernull" or "Postman" categories, run them, check the debug log, and report back to the ✁・support. channel on my discord, or underneath this post.
Note on Folder Structure: Please ensure you are installing in a path without semicolons (e.g., IKEMEN_VOID). Windows path separators are the enemy of DLL loading.
Reminder for those who plan to run for some reason:
Frost/Isolato Cheapies
Ethos Tier Cheapies
and, Anti-Malware
Please keep in mind to run this in an isolated environment. aka a VM.
After all, while I haven't yet confirmed if they can run, there still might be a slight possibility they can for the IKEMEN:VOID engine itself executes and emulates raw memory operations and process-spawn attempts. so keep that in mind.
That being said, here's the link
Download Beta 2.0: https://www.mediafire.com/file/infi08oquj9c7wq/IKEMEN_VOID+2.0+Beta.rar/file
Note: this doesn't come with characters this time, this one is for you to put characters in yourself and see what runs or not.
BUT, as a bonus, because I am very grateful to see a small part of the community to come together and to test this new fork. you can have my personal IKEMEN:VOID Testing Collection here https://drive.google.com/file/d/1CQBDkrqKgaPsnGb9NdI6Gr4utJxd9Ach/view?usp=sharing
Screenshots of said collection is also below. best part is that it also comes with the Character Select Enhancements module by scristopher so you can search up whatever cheapie you can find on there and see what perhaps is missing or what cheapie you think I haven't tested yet. I mainly have tested minase creations and a few others as well, admittedly.
That being said, remember, we are officially opening the floor for contributors who have experience with the Go toolchain and engine architecture. so, If you want to help us refine the UnsafeVM or the GodModeParser, reach out via discord.
Now, for the obvious question I will get after this one is released....
What will be in beta 3.0? Are we close to a final release?
Nope, not even close. In beta 3.0, we focus on getting Ultranulls, Hypernulls (all invoker, replacer, and reloader) and, Omed tier chepaies to work. then, next beta we have yet to get cheapies up to frost tier, and ethos/omed tier to run. it will get extremely difficult from there, especially if, someone recommends we go higher and allow anti-malware too this project will definitely take MUCH longer.
Then, of course even if by some miracle realistically many months or so, we do get these type of cheapies to run somehow. we have to make to still allow ikemen:void to do 2 important things...
1. Run on low end PCs (yes you with the potato PC if you have one ofc)
and, 2. Allow itself to be just like mugen in relation of allow up to 18k or more characters to run within it. this is a good thing because, then you can allow tons upon tons of winmugen and 1.X characters be ran on one roster. no crashes or version incompatibilities.
Other than that yeah. we still got a long long long way to go.
Enough yappin', enjoy everyone!