MegaBlock Survivors Gameplay
MegaBlock Survivors is a roguelike survival minigame. Each run takes the player through procedurally generated worlds where they fight waves of enemies, collect equipment upgrades, and progress through increasingly difficult stages.
Starting a Match
Use /mbs start to begin a new match. Each match creates an instanced world for the player. Only one match per player is allowed at a time -- use /mbs quit to leave first if needed.
At the start of a match, the player selects a starting weapon from the class selection screen.
Multi-World Progression
Matches progress through three procedurally generated world types (WORLD_1, WORLD_2, WORLD_3), each with distinct visual themes. All three share the same terrain generation parameters and structure counts, but use different materials:
- World 1 -- Sculk and gray concrete powder
- World 2 -- Red nether bricks and crimson nylium
- World 3 -- End stone and purpur block
Each world generates 10 towers, 60 trees, 10 walls, 24 chests, 10 shrines, 4 hourglasses, 50 vases, and 1 portal.
The map size is 500x500 blocks (250 blocks in each direction from center).
Weapons
Weapons attack automatically on a cooldown. Each weapon can be leveled up through rewards, with upgrades scaled by the reward's rarity tier. All upgrade values are multiplied by 1 + 0.2 * rarity, so higher rarity rewards provide stronger upgrades.
| Weapon | Type | Base Cooldown | Description |
|---|---|---|---|
| Scythe | Area | 2 seconds | Attacks in an area in front of you. Upgrades multiply both damage and damage zone scale. |
| Censer | Area | 2 seconds | Attacks in a circle around you. Upgrades multiply both damage and damage zone scale. |
| Whip | Hitscan | 3 seconds | Bounces a strike from enemy to enemy. Upgrades multiply bounces, damage, and range. Starts with 2 bounces and 10 block range. |
| Crossbow | Area | 2 seconds | Fires arrows in a forward cone. Arrow count equals weapon level, and upgrades multiply damage and scale while also increasing arrow penetration by 1 per level. |
Passive Items
Passive items are collected through level-up rewards, hourglass structures, chest structures, and shrine purchases. Their effect scales with the rarity tier of the reward (base value multiplied by rarity). Chest rewards grant items at 20% of normal strength.
| Passive | Base value per acquisition | Description |
|---|---|---|
| Ebon Heart | +10% max health multiplier | Multiplies maximum health. Equips a netherite helmet visual. |
| Health Up | +5 HP (flat) | Adds flat max health points. |
| Shadow Glide | -10% gravity multiplier | Lowers falling speed. Equips an elytra visual. |
| Shadow Leap | +10% jump strength multiplier | Increases jump strength. Equips netherite boots visual. |
| Shadow Step | +6.67% move speed multiplier | Increases movement speed. Equips netherite leggings visual. |
| Experience Boost | +10% experience multiplier | Increases experience gain from shadow fragments. |
| Luck | +1 luck | Shifts the rarity bell curve toward higher tiers. |
| Dodge | +1% dodge chance | Chance to avoid incoming damage (capped at 100%). |
| Crit Chance | +5% crit chance | Chance to deal critical hits (capped at 100%). |
| Shields | +10% max shields multiplier | Multiplies maximum shield capacity. |
| Attack Speed | +5% attack speed multiplier | Increases weapon attack frequency. |
| Vampirism | +10% vampirism | Chance and amount of health regenerated from damage dealt (capped at 100%). |
Player Stats
Use /mbs stats during a match to view your current equipment and stat modifiers. The stats system tracks:
- Max health and health multiplier
- Shield capacity and multiplier
- Move speed and multiplier
- Jump strength, gravity, and multi-jump count
- Experience multiplier
- Attack speed multiplier
- Scale multiplier
- Dodge chance, crit chance, and vampirism percentage
- Luck
Structures
Procedurally generated worlds contain interactable structures:
| Structure | Function |
|---|---|
| Hourglass | Interact to open a reward selection screen with equipment choices |
| Chest | Interact to open a chest reward screen with equipment choices |
| Shrine | Purchase a randomized outcome using in-match currency (shadow fragments). Base price is 25 fragments, scaling by 25 + 12.5 * totalPurchases. Outcomes: 60% chance to receive an equipment reward, 10% chance to receive an equipment reward but the shrine is destroyed, 30% chance for nothing. Cannot be used while a boss is active. |
| Portal | Interact to activate. Requires 48 sacrifices (kills) to charge, tracked via a boss bar. Once charged, triggers a boss fight with a 5-second warning. Defeating the boss starts a 5-second countdown before teleporting to the next world. |
| Vase | Breakable containers found around the map |
Enemies and Bosses
Enemies spawn in waves managed by the match entity manager. The game tracks a game time ticker that controls spawn pacing and difficulty scaling.
Boss encounters are triggered through the portal structure. A 5-second warning precedes each boss spawn. After defeating a boss, a 5-second countdown begins before teleporting to the next world.
Boss types include the Scorpion Boss, which uses sphere-based attack patterns.
Special mob types include Artillery Mobs (ranged attackers) and Shadow Slime Mobs.
Mob Drops
Defeated enemies can drop:
- Shadow Fragments -- experience points that level up your character
- Emeralds -- currency items that are automatically attracted toward the player and collected on contact, used to purchase shrine upgrades
- Redstone Dust -- sacrifice items that automatically fly toward the portal, incrementing the portal's sacrifice counter when they arrive
- Cooked Chicken -- heals 1 HP on pickup, capped at max health
- Magnets -- attract nearby shadow fragments to the player for 15 seconds
Rarity System
Equipment rewards have rarity tiers that affect their power level. Rarity is determined by the player's luck stat using a bell curve (normal distribution):
| Tier | Name | Luck roll range |
|---|---|---|
| 1 | Common | 0 -- 20 |
| 2 | Uncommon | 20 -- 40 |
| 3 | Rare | 40 -- 60 |
| 4 | Epic | 60 -- 80 |
| 5 | Legendary | 80 -- 100 |
A player's luck level (0--100) acts as the center of a bell curve with a standard deviation of 15. Higher luck shifts the distribution toward higher rarity drops. The rarity tier also serves as a reward multiplier for the equipment effect.
Level-Up System
Collecting enough shadow fragments triggers a level-up. The level-up reward screen presents three randomly selected equipment options, each assigned a rarity tier based on the player's luck stat. The game pauses during reward selection. The reward pool can include both weapons and passive items from the full SurvivorEquipmentType set.
Leaderboard
Match results are recorded to a persistent leaderboard stored in leaderboard.yml. The leaderboard tracks the top 100 entries and displays the top 10 when shown to players.
Health and Shield Display
Players have a visual health and shield display during matches. Shields act as an additional health layer that regenerates over time.
Scoreboard
An in-match scoreboard displays real-time match information to the player.