If you can make your project work with 38 I/O pins you could probably get it fabricated in ASIC by Efabless free. You just need to meet their repository requirements and make your verilog module conform to this interface:
The openlane tool converts your verilog all the way down to final ASIC design...
You'd need to license everything Apache 2.0 though. And it would have to be done soon, the deadline is Nov 30th.
Unless you're particularly fond of the N64's controller design that is
Hmm… Hardware Minecraft… I do also wonder what would it take to create a PICO-8 (popular fantasy console) implementation in hardware with a Lua CPU…
It always cracks me up playing minecraft on xbox one x and once your village hits few hundred villagers framerate (when running beta from insider it's shown on screen) drops to like 3-4fps
Input happens via a N64 controller! Those are actually fairly easy to work with at a low level.
The code is not public, though I'm considering open sourcing the project when it's done.
Moreover, there's a lot of additional details that I could potentially go into, so I'm considering also writing a few blogs posts with more info if people are interested!
Did you use your Wyre  language to develop it? I saw the examples on Github, and seems pretty interesting. Its cuts quite a bit of the verbosity of Verilog. I'll give it a try.
In terms of hardware, I'm using an iCEBreaker dev board  which has worked really well (A nice bonus is that the board has a 16MB flash chip, which can be used for storage -- this is what the Minecraft clone uses to load the map and textures from on startup).
On the software side, I'm using the open source yosys/nextpnr/icestorm toolchain which is a lot faster than the vendor supplied tools. I mostly figured things out by just trying stuff, so a high iteration speed definitely helped here!
I suppose your target audience is mainly more familiar with verilog (though not necessarily I suppose - could have only ever used VHDL) but I'm interested in playing with it, just haven't used verilog, or FPGAs at all, since university.
Then look at the "output" subdirectory and you'll find a verilog generated file for each example of the parent directory.
The FPS (30Hz) is rock steady though! One of my pet peeves when doing DirectX/OpenGL development is that it's really hard to completely avoid frame drops, e.g. if the OS decides to schedule some other thread, or because the GPU driver decided to do something else than render your app. With hardware development, you can side step all of those problems. As a result, the Minecraft clone is guaranteed to not drop frames :).
This would save up RAM for other things (and be a fun exercice to get right).
Are there any FPGAs out there with an order of magnitude more memory you have considered?
While it would have been easier to use a larger/faster FPGA, part of the fun of such a low level project is to work within harsh constraints and see what can be done regardless :).
If you do, I'd love to read them.
I just looked up the MiSTer board . They are using a DE10-Nano FPGA , which is a lot more powerful than the iCE40 UP5K  that I'm using (for comparison, the DE10-Nano has 110,000 lookup elements, whereas the iCE40 UP5K just has 5,280, so ~20x difference!). So porting should be pretty easy. It also opens up opportunities to increase the resolution, frame rate and render distance.
The assembly language for this chip will be redstone :)