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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, complete portal challenges, and progress through increasingly difficult stages.

Starting a Match​

Store ordinary items before starting a match, and use a dedicated minigame inventory. The current implementation overwrites chest armor and clears the entire inventory at match teardown without restoring your previous items. It also resets player attributes, health, food and saturation, and removes potion effects.

Use /mbs start to begin a new match in temporary worlds. A second /mbs start while you are already in a match is refused -- use /mbs quit to leave first. /mbs start is also refused while you are in another plugin's match that uses MagmaCore's shared match system.

After the world is ready the player is walked through three pre-match dialogs:

  1. Game Mode -- Challenge vs Endless (see below).
  2. Difficulty -- Easy, Medium, or Hard (see below).
  3. Class / Starting Weapon -- Reaper (Scythe), Mystic (Censer), Duelist (Whip), or Marksman (Crossbow).

Each dialog chains into the next, and every one of them offers a Cancel button that runs /mbs quit. The dialogs cannot be closed with Escape. Once a class is picked, the player is moved to the first world's spawn and a 3-second countdown runs before the match starts.

While you pick, the setup holds a reservation that keeps you out of other plugins' MagmaCore matches. Cancelling, disconnecting, or taking longer than 30 minutes to finish the three dialogs cancels the run and frees its world; the timeout also sends a chat message. A cancelled setup still runs the normal teardown described above, including the inventory clear.

Game Modes​

The first pre-match screen picks how the run ends:

ModeBehavior
ChallengeAfter the World 3 portal scorpion falls, the player is teleported to WORLD_4 (the final-boss arena) for a definitive ending fight.
EndlessSame balance, same difficulty curve, same content -- but instead of WORLD_4, the player loops back to a fresh World 1. The run only ends when the player dies.

Game mode is also recorded on each leaderboard entry so the two modes are ranked separately.

Difficulty​

The second pre-match screen sets a per-match difficulty tier. The tier scales both the base mob speed and the per-level speed growth slope:

DifficultyBase speed multiplierSlope multiplier
Easy0.90 (10% easier at start)0.80 (20% easier on the curve)
Medium1.00 (baseline)1.00 (baseline)
Hard1.10 (10% harder at start)1.20 (20% harder on the curve)

The underlying mob speed formula is 0.15 * baseMul + 0.0163296 * slopeMul * sqrt(level). The slope has been progressively flattened over multiple balance passes to ease the late-game difficulty wall.

Multi-World Progression​

Matches progress through four world types:

  • WORLD_1 -- Sculk and gray concrete powder (Overworld environment)
  • WORLD_2 -- Red nether bricks and crimson nylium (Nether environment)
  • WORLD_3 -- End stone and purpur block (End environment)
  • WORLD_4 -- Dedicated final-boss arena. A flat sculk disc (radius 33 blocks, centred on (0, baseY, 0)) ringed by 10 evenly spaced netherrack pillars (2x2 footprint, 8 blocks tall, glowstone caps), all painted synchronously at world-construction time. A walkable coal-block floor extends beyond the disc. Only reachable in Challenge mode.

Worlds 1-3 are noise-generated explorable maps that extend indefinitely (no border). Each is gated by its own portal scorpion fight. WORLD_4 has no grid structures, no POIs, and no portal progression -- but the wave spawner keeps running, so ordinary wave mobs (and the ghost-army timer) still apply pressure during the final fight.

Worlds 1, 2, and 3 use grid-cell per-chunk structure placement rather than all-at-once seeding. The world is tiled into per-type grid cells (e.g. 160 blocks per cell for towers, 96 per cell for chests, 64 per cell for trees / vases), and each cell deterministically places one anchored structure at a seeded jittered offset when its chunk loads. This means structures stream in as the player explores rather than appearing only near spawn. Approximate per-cell sizes (in chunks):

StructureCell sizeNotes
Tower10x10 chunksW1-W3
Wall10x10 chunksW1-W3
Tree4x4 chunksW1-W3
Vase4x4 chunksW1-W3
Chest6x6 chunksW1-W3
Shrine10x10 chunksW1-W3
Hourglass16x16 chunksW1-W3
Portal32x32 chunksW1-W3. A starter portal is also placed about 50 blocks from spawn at the start of each explorable world
Blood Altar32x32 chunksWORLD_2 only
Magnet Shrine18x18 chunksW1-W3
Time Stop Shrine22x22 chunksWORLD_3 only
Loot ChestChest blocks found in pasted tower, wall or tree schematics; 70% cleared / 20% Rare / 10% Legendary roll per scanned chest block

POI chests are placed by a separate per-stage one-shot pass (one per octant at 1200-1700 blocks from that world's spawn; see POI Rewards below) rather than the grid. A fresh set is placed at the start of every world, including each looped world in Endless mode.

Weapons​

Weapons attack automatically on a cooldown. All four use the shared WeaponBalance framework, whose tuning target is about 10 DPS at level 1 with 3 enemies in range. This is a design target, not a measured damage guarantee. Weapon upgrades increase damage without changing base cadence or area; separate stats can change attack speed or area. Whip also gains bounces every two levels, and Crossbow gains arrows every four levels.

Each upgrade multiplies the weapon's damage by 1 + 0.2 * rarity -- so a Common upgrade is +20%, an Uncommon is +40%, all the way up to +100% for a Legendary upgrade. A newly acquired weapon starts at level 1 regardless of the reward's rarity; the rarity multiplier applies when upgrading an owned weapon.

Weapon (Class)TypeCadenceDescription
Scythe (Reaper)Area2 secondsSweep in a forward arc. Damage grows with level; area is fixed.
Censer (Mystic)Area2 secondsAura around you with a 12-tick active window. The current shared damage-ID check allows only one hit per mob per window, despite its balance calculation assuming 12 hits. Damage grows with level; base area is fixed.
Whip (Duelist)Hitscan1.5 secondsChain-lightning strike that bounces. Starts at 2 bounces (3 hits total); +1 bounce every 2 levels. Bounce range 10 blocks.
Crossbow (Marksman)Projectile2 secondsFires piercing arrows in a fan. Arrow count grows on a milestone curve: 1 arrow at L1, +1 every 4 levels (so L5=2, L9=3, L13=4, L17=5). Arrows travel 30 blocks, pierce through anything they hit.

Passive Items​

Passive items are gained through level-up rewards, hourglass and chest pickups, shrine purchases, and special POI rewards. Their effect scales with the rarity tier of the reward.

PassiveBase value per acquisition (at Common rarity)
Ebon Heart+10% max health
Health Up+5 HP (flat)
Shadow Glide-10% to the stored gravity multiplier; current movement does not apply this stat. The match already equips an elytra for jumping
Shadow Leap+10% jump strength
Shadow Step+6.67% move speed
Experience Boost+10% to the displayed experience multiplier; current XP pickups do not apply this stat
Luck+1 luck
Dodge+1 percentage point to the displayed dodge chance; current incoming-damage paths do not roll this stat
Crit Chance+5 percentage points to the displayed crit chance; current weapon damage paths do not roll this stat
Shields+10% to the max-shield multiplier; current starting shield capacity is zero, so this alone grants no shield points
Attack Speed+5% attack speed
Vampirism+10% chance and amount to heal from damage dealt
Chronomancer TokenReduces hourglass challenge time by 10% (clamped at 0-50% total)

Each upgrade at higher rarity scales the per-pick value linearly: a Common upgrade applies baseValue * 1, an Uncommon baseValue * 2, etc., up to Legendary at baseValue * 5. A newly acquired passive from a chest-source reward normally uses 20% of its standard base (Common Health Up starts at +1 HP instead of +5). Vampirism is an exception: its chest base is 1%, versus the standard 10%. This applies to paid chests, shrine rewards, schematic loot chests and the Nightmare scorpion's bonus. The base chosen on first acquisition stays with the passive for later upgrades, regardless of the later reward source.

The configurable passive's armor visualizer is called before its callback is initialized, so these acquisitions currently do not equip their advertised cosmetic armor. This does not prevent their implemented stat effects. The separate shard rewards also currently have empty visualizers.

TWILIGHT_COIN still exists in the passive builder as a +1-luck variant, but it is absent from SurvivorEquipmentType and cannot appear in the ordinary reward pool.

Equipment Hotbar​

During a match the whole hotbar is reserved and rebuilt by the plugin -- it refreshes whenever equipment changes, and otherwise on a 2-second cycle:

SlotContents
1-2Weapons, sorted by equipment name. Slot 2 shows a locked barrier with Weapon Slots upgrade guidance until that meta-progression track unlocks it.
3Always empty -- a deliberate spacer between weapons and passives.
4-9Passives, sorted by equipment name. Slots past your Passive Slots allowance show a locked barrier with Passive Slots upgrade guidance.

Every reserved slot is enforced: any non-equipment item that ends up in slots 1-9 is relocated into the main inventory, or dropped if there is no room. Slot counts come straight from the player's meta-progression, so buying a slot upgrade is visible on the hotbar the next refresh.

Player Stats​

Use /mbs stats during a match to open the equipment + stats dialog. Opening it pauses the match; use its Close button or /mbs resume to resume. Some stat rows appear only when their value is positive or differs from the baseline. The dialog covers:

  • Vitals -- current/max HP, current/max shields, shield regen, health regen.
  • Combat -- damage multiplier, vampirism %, crit chance %, dodge chance %, attack speed multiplier, extra projectiles.
  • Movement -- move speed, jump strength %, jump gravity %.
  • Other -- experience multiplier %, luck, current level.
  • Equipment -- each owned weapon and passive with its current level and effect summary.

Structures​

StructureFunction
HourglassStand inside the 15-block sphere to charge through rarity tiers (Uncommon 10s -> Rare 20s -> Epic 30s -> Legendary 60s). Leaving before Uncommon awards nothing and tells you how many seconds were left. At Uncommon or better it opens a three-option reward screen drawn from the full pool (weapons included), with the tier reached setting a minimum rarity; luck can raise an option above it. Chronomancer Token shortens the wait.
ChestClick to buy with emeralds, then choose from three passive-only options using the chest-source bases described above. Displayed price is 50 + 25 * totalPurchases, but the current purchase path increments the shared chest/shrine purchase count before charging: the first chest displays 50 and deducts 75. Disabled while a boss is active.
ShrineClick to buy a random outcome. Displayed price is floor(25 + 12.5 * totalPurchases), but the count is incremented before charging: the first shrine displays 25 and deducts 37. 60% gives a chest-source reward and keeps the shrine, 10% gives that reward and consumes it, and 30% gives nothing. Disabled while a boss is active.
PortalClick a grid-placed portal after meeting the match-wide sacrifice threshold to schedule a boss after a 5-second warning. Sacrifice thresholds: 100 (W1) / 200 (W2) / 400 (W3).
VaseBreakable container (one of three random models). Breaking it always drops 5 shadow fragments, plus a 20% chance of a magnet and a 15% chance of a cooked chicken. Damaging a vase also procs vampirism, so it doubles as a free heal source.
Loot ChestSchematic-baked Rare (mbs_chest_rare) or Legendary (mbs_chest_legendary) chest. Right-click to grant a chest-source passive directly at a luck-shifted rarity (+5 luck for Rare, +10 for Legendary), plus 15 shadow fragments. Schematic scan rolls 70% cleared / 20% Rare / 10% Legendary per baked chest block.
Blood Altar (W2 only)Three stages deduct 25% -> 50% -> 75% of current vanilla HP, and drop max(1, round(HP spent * 10)) shadow fragments. A 20%-of-vanilla-max-HP floor blocks unsafe stages. This currently changes Bukkit health without changing the separate match HP shown above the player; ordinary match healing does not replenish the altar's health pool. Click or use /mbs sacrifice; disabled during an active boss. Despawns after stage three.
Magnet ShrineOne-shot trigger on hitbox contact: spawns a 15-second magnet effect that pulls all shadow fragment drops in the match toward the player. Despawns after use.
Time Stop Shrine (W3 only)One-shot trigger on hitbox contact that freezes the match for 10 seconds. Pauses all enemy AI, weapon timers, and DrawLine telegraphs. The match-tick countdown decrements during the freeze and the player sees a live "Time Stopped" title. Despawns after use.
POIBespoke reward chest placed at the start of each world at long range (1200-1700 blocks from that world's spawn); see "POI Rewards" below.

Chest and shrine affordability checks use the displayed price, so the higher actual deduction can leave currency negative. Both currently accept left-click as well as right-click.

Portal Compass​

While in a match the action bar shows a 63-character directional strip pointing at portals and unclaimed POIs in your current world. Only the nearest three portals are shown; POIs have no distance cutoff. With no markers it sends an empty action bar, which can still clear another plugin's message. Markers at the same position overwrite each other, with POIs drawn after portals.

Enemies and Bosses​

Enemies spawn in player-anchored waves around the player (40-90 block ring, 80% biased into a 90-degree cone facing the player's direction of travel so you can't outrun the spawner). The spawner uses an 8-second threshold with a strict comparison on whole elapsed seconds, so waves currently fire every 9 seconds of unpaused match time.

Wave level is purely a function of elapsed match time, not kills: waveLevel = max(1, secondsSurvived / 36). One wave level per 36 seconds, and it never resets on a world transition. It drives the mob stat curve, the wave budget, and the composition weights below.

Every mob's baseline stats come from its spawn wave level:

StatFormula
Max HPround(waveLevel * 1.6 - 1.0, 1dp). Bosses x10; Artillery halved; Ghosts x5.
Contact damagemax(1, floor(waveLevel / 2.5)). Bosses x2.
Acceleration0.15 * baseMul + 0.0163296 * slopeMul * sqrt(waveLevel) (see Difficulty). Max speed is 1.1x acceleration.
Emerald value on deathfloor(((waveLevel + 9) + waveLevel/10) * waveLevel), times the boss loot multiplier

See Enemies for the per-type behavior of each mob.

Each wave is built by a weighted budget composer (SpawnComposition). The budget grows linearly with wave level (round(5 + waveLevel * 1.5) -- so wave 1 = 7, wave 10 = 20, wave 20 = 35) and is spent on mob picks drawn against per-bracket weights:

Wave levelShadow SlimeVolatileArtilleryLaser Sentinel
1-2100000
3-57025510
6-950252015
10-1435252518
15+25252513

These are relative weights, normalized for each draw. They are not percentages or guarantees of the final wave composition; each mob's budget cost also affects the result.

Slimes cost 1 budget per pick; Volatile / Artillery / Laser Sentinel cost 2 each. Ghost Mobs are intentionally absent from this composer -- they spawn on a separate timer (see Ghost Army). Death Orbs are spawned by the powered-up final boss only.

Portal Bosses​

Activating a portal stages a Scorpion Boss fight. Every scorpion spawn rolls a rarity -- 2% Nightmare, 10% Elite, otherwise Normal -- which scales HP, damage, scale, and the loot it drops:

RarityRoll chanceStat multiplierLoot multiplierScale stackSoul Echo drop
Normal88%1x1xx2 (baseline)10-15
Elite10%4x4xx315-24
Nightmare2%8x8xx425-35

The loot multiplier applies to the emerald and shadow-fragment payout, so an Elite drops 4x the currency and 4 XP per fragment indicator instead of 1. The boss bar is colour-coded by tier (red / yellow / purple).

Nightmare scorpions additionally drop a Legendary-tier loot chest reward at their death location. Scorpions also accelerate progressively when the player is more than 50 blocks away, scaling linearly with distance and capping at 4x speed at 200+ blocks -- preventing kite-out escapes in the larger endless worlds.

Final Boss (Challenge mode only)​

In Challenge mode, after the World 3 portal scorpion is killed, the match advances to WORLD_4 instead of looping. The player is teleported to the edge of a small sculk arena facing the centre, and a final boss (mbs_angel_of_death) spawns at the centre. The final boss has 2.5x the baseline boss HP, stands immobile at the arena centre, and picks one of two attacks every 5 seconds based on player distance:

  • Sweep -- chosen when the player is within 10 blocks. 9-block radial slam at the player's location with a 50-tick telegraph (yellow -> orange -> red glass shell).
  • Pillar Volley -- chosen when the player is past 10 blocks. Three pillars with a 5-block radius mark positions predicted +12 / +24 / +36 ticks along the player's movement. All three are created together and strike after the same 40-tick telegraph (rising flame column + red dust ring).

Trophy Powers (Boss Tributes) -- if the player carried Boss Tribute POIs into the final fight, the boss gains stacking powers based on the count:

  • 1 tribute: attack cooldown halved (5s -> 2.5s between attacks).
  • 2 tributes: also spawns a minion pulse every 15s (2 volatile creepers + 1 ghost mob clustered near the boss).
  • 3 tributes: also spawns two Death Orbs, which home in on the player for the rest of the fight and cannot be damaged or destroyed. Their contact-damage cooldown currently overflows on its first check, preventing the damage branch in an ordinary run; see Death Orb.

The final boss also guarantees a Soul Echo drop scaled by tribute count: round(100 * 1.5^tributes) -- so 1 tribute = 150, 2 tributes = 225, 3 tributes = ~338. The final boss is immune to Nuke and the Second Wind respawn clear (bosses are not wiped by those panic buttons). Killing it triggers the victory sequence.

Ghost Army​

At 5 minutes of unpaused time in a single world, a Ghost Army starts spawning. Ghosts pursue in a straight line and trigger the player's fatal-hit path on contact; an available extra life can revive the player. Every 30 seconds the entire army (existing and future) gets a 1.2x speed ramp. The 5-minute timer resets on every world transition -- including transition into WORLD_4, where ghosts will still pursue if the player stalls the final fight.

A match-level bossbar shows the MM:SS countdown to ghost summoning, then flips to a red "Ghost Army: active" readout once summoning has begun.

The timed army is outside the current weapon-targeting and enemy-clearing collections. Weapons, Nuke, Ghost Army Banner, and Second Wind do not clear it; moving to the next world resets it. The final boss's summoned ghost minions use ordinary enemy tracking instead: they take weapon damage and clearing effects, deal normal contact damage, and do not receive army speed ramps.

Match-Level Sacrifice Pool​

Each non-boss kill increments a shared sacrifice pool (boss bar at the top of the screen). At the per-world threshold, click a portal to activate it. Killing the portal boss resets the pool for the next world.

Mob Drops​

Defeated enemies can drop:

DropChance per killEffect
Shadow FragmentsAlwaysXP that levels up the player. Worth 1 XP each, or the boss loot multiplier (4 / 8) for Elite / Nightmare scorpions. Auto-attracted on pickup.
EmeraldsAlwaysIn-match currency, auto-attracted to the player. Used at chests and shrines. Blood altars spend health. Value scales with wave level.
Redstone DustAlwaysSacrifice item that auto-routes to the nearest portal in the current world (each dust computes its own closest portal, not a hardcoded one). The dust is a visual guide; sacrifice progress is awarded immediately on the non-boss kill, not when dust reaches the portal.
Cooked Chicken10%Heals 1 HP on pickup (capped at max health).
Magnet5%15-second effect that pulls every shadow fragment in the match toward the player on a parabolic arc.
Nuke0.1%Wipes non-boss enemies in ordinary enemy tracking, including final-boss minions, but excludes the timed ghost army. Rolls before the magnet and suppresses it, so a single kill can never drop both.
Soul Echo1%One Soul Echo (meta-progression currency). Bosses skip this roll and drop a guaranteed range instead -- see Meta-Progression.

Ghost-army mobs are reward-disabled: killing one awards no drops, no kill credit, no XP, and no portal sacrifice.

Nuke and Ghost Army Banner combine most non-boss emerald, Soul Echo, and fragment rewards into one payout at the player's feet. Laser Sentinels use their ordinary death path so their beam is cleaned up, and can still produce individual drops.

Rarity System​

Equipment rewards have a rarity tier that scales their effect:

TierNameLuck roll range
1Common0 <= roll < 20
2Uncommon20 <= roll < 40
3Rare40 <= roll < 60
4Epic60 <= roll < 80
5Legendary80 <= roll <= 100

For each rarity roll, the player's luck is clamped to 0-100 and used as the centre of a bell curve with standard deviation 15. The resulting roll is also clamped to 0-100. Higher luck shifts the distribution toward higher tiers.

Luck affects reward rarity, including weapon upgrade rarity, and does not filter equipment types out of the reward pool. Tier loot chests (RARE/LEGENDARY) and Nightmare scorpion drops add a temporary luck bonus to the roll (+5 for Rare, +10 for Legendary) so those drops skew toward higher-tier outcomes without ever mutating the player's permanent luck stat.

Level-Up System​

Collecting enough shadow fragments increases your level. The XP required to go from level L to L+1 is round(L * ln(L) + 5) -- 5 XP for the first level, 6 at level 2, ~28 at level 10, ~65 at level 20. Overflow XP carries into the next level. One XP grant can cross several levels, but it opens only one reward screen for that grant. The free level awarded for killing a portal boss does not open a reward screen.

The reward screen shows three randomly drawn equipment options, each assigned a rarity tier per the luck bell curve. The game pauses during reward selection.

Reward-picker animations are disabled in the current source, so the three options appear immediately. The animation's /mbs skip command is registered but currently has no effect.

If the player has meta-progression Ban Tokens or Reroll Tokens available, the reward screen also exposes:

  • Ban -- one button per option; consumes one ban token and filters that equipment type from later reward draws. If all types in the fallback pool are banned, the final fallback can return banned equipment; see Meta-Progression.
  • Reroll -- a single screen-level button; consumes one reroll token and re-rolls the three options against the current pool, including its exhausted-pool fallback.

Both are available on the chest and hourglass reward screens too, not just the level-up screen.

POI Rewards​

POI chests are placed at the start of each explorable world, one per octant (8 total) at 1200-1700 blocks from that world's spawn. A fresh batch is drawn for every world (and every looped world in Endless mode). Boss Tribute is always among the 8; the other 7 are drawn from the remaining 11 reward types without replacement. The portal compass shows each POI as a coloured glyph. Claim the chest with left-click or right-click; claiming is disabled while a boss is active.

POIGlyphEffect
Soul Shard CacheCyan diamondBanks +50 Soul Echoes directly into the player's meta-progression balance.
1upRed heartBanks one extra life for the run (stacks on top of the meta-progression Extra Lives starting total).
XP GeyserGreen arrowGrants +500 XP (usually 3-5 levels at mid-run).
Sealed ShardPurple gemRolls one of four canonical shard passives (Luck / Shadow Step / Shadow Leap / Ebon Heart) at rarity 1 and layers it onto the player's stats without occupying a passive slot.
Lost PassiveGold starGrants a builder passive not currently equipped, without occupying a slot. Previous off-slot rewards can repeat; the pool includes TWILIGHT_COIN and falls back to all builder passives if none remain.
Chicken FeastRed crossRestores match HP to max and adds an overshield equal to max shields. With the current zero shield capacity, this adds no shields.
Arcana FragmentPink starRolls one of three run-long stat boons (Area Arcana +10% scale, Tempo Arcana +10% attack speed, or Crit Arcana +10 percentage points of displayed crit chance). Current weapons do not roll crit chance.
NukeGold radiationWipes non-boss enemies in ordinary enemy tracking, excluding the timed ghost army; loot is consolidated at the player's feet.
Weapon StoneCrossed swordsPicks a random equipped weapon and grants +5 levels at Common rarity.
Passive StoneWhite shieldPicks a random equipped passive and grants +5 levels. Configurable passives receive rarities 1, 2, 3, 4 and 5, adding 15 times their retained base value in total.
Ghost Army BannerWhite bannerKills non-boss mobs in ordinary enemy tracking within 40 blocks of the player; aggregated loot. Excludes the timed ghost army.
Boss TributeYellow chess pieceAdds one tribute to the player's carry total. Tributes persist through stage/world transitions and trigger the final boss's "trophy powers" (see Final Boss).

Second Wind / Extra Lives​

Players who have purchased the Extra Lives meta-progression track start each run with one or two banked revives. The 1up POI grants additional banked lives that stack on top of the meta-progression baseline.

On a fatal hit the player is revived in place at full HP + full shields, granted a 60-tick Resistance V buff, shown a "Second Wind" title, and a Nuke is triggered. Bosses and the timed ghost army survive that clear. The match's direct damage path does not check the vanilla Resistance effect, so the buff does not guarantee protection from another match hit.

Health and Shield Display​

Players have a floating match-health display; the shield display is hidden at zero shields. The damage system consumes shields before match HP, and its regeneration path waits 3 seconds after damage. However, current base shield capacity and regeneration are zero, and the Shields passive only multiplies that zero capacity.

Movement and Jumping​

During a match, vanilla food / damage tracking is bypassed (food never depletes, vanilla fall/contact damage is suppressed and replaced by the match's own damage system).

The plugin also exposes a multi-jump mechanic: pressing the elytra-trigger keybind in mid-air consumes a jump while wearing the elytra equipped at match initialization. Landing resets the counter. The current stat aggregation starts the total at 1 and adds each source's default of 1, producing a limit of 2 from base stats alone and adding more as passive/stat sources are collected. This is a source-derived aggregation limitation, not a dedicated jump upgrade.

Scoreboard​

An in-match sidebar scoreboard refreshes in place (only changed lines are rewritten, so it doesn't flicker) with:

LineValue
WaveCurrent wave level (max(1, secondsSurvived / 36))
TimeMM:SS of unpaused match time
EnemiesMob count in ordinary enemy tracking; excludes the separately tracked timed ghost army
FragmentsCurrent emerald currency balance
LuckEffective luck stat, to one decimal (chest LUCK rolls grant fractional +0.2 increments, so the decimal matters)
DifficultyA wave-derived threat label, not the difficulty tier you picked at match start: Easy (wave 1-5), Medium (6-10), Hard (11-20), Very Hard (21-35), EXTREME (36+)

Level and XP live on the player's own boss bar (Level N -- xp/required), not the scoreboard. The sacrifice pool and the ghost-army countdown each get their own boss bar as well.

Match End​

Death and victory print kills, level, and time survived in chat. Teardown also caches a detailed summary, including when the player quits; use /mbs summary for the weapon and damage breakdown. Completed Challenge-mode runs and Endless-mode runs that died produce a leaderboard entry under their respective Mode x Difficulty bucket. Cheated runs (/mbs cheat used) are flagged and not posted to the leaderboard.

Any unflushed Soul Echoes collected during the run are added to the player's meta-progression balance at match teardown.

See Leaderboard and Meta-Progression for details on those systems.

Leaving and Teleporting​

Matches run on MagmaCore's shared match system, which keeps the player inside their run and other players out:

  • For the player in a run, any teleport to or from the match's worlds that the match did not start itself, such as /spawn or /tpa, is cancelled. Use /mbs quit to leave.
  • Disconnecting ends the run as a defeat. No leaderboard entry is recorded, and the normal teardown runs.
  • Falling below the world's minimum height, or ending up outside the run's worlds, moves you back to the last block you stood on. If that keeps failing, the rescue uses the current world's spawn.
  • Other players cannot teleport into a match's worlds unless they have megablocksurvivors.match.bypass. Players without that permission who are found in a running match's worlds are sent to the mbs_spawn lobby spawn, or, when the lobby is not loaded, to where the run's player stood when they ran /mbs start. Bypass holders are moved there too before a finished match's worlds are deleted.
  • Breaking and placing blocks is blocked in the run's first world. Worlds added by later stage transitions do not get this protection.