Ah, the message got deleted.
A common approach when it comes to rendering "voxel"/"block" worlds is raycasting in a compute shader using the DDA algorithm. This has a bunch of advantages ranging from letting you skip the chunk meshing and store your data in a very compact manner inside the gpu, to making one of the hardest problem with these types of games (translucency sorting) much easier. The conventional DDA algorithm only works on squares/cubes, but it can be extended to work with hexagonal prisms(idk the name of the shape lol) as well.
I'm not 100% sure how the algorithm would work for this specific game as the world is spherical, usually it's used for flat block games. It should be feasible, though you might have to do some wacky things with your rays.