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 terrain generation parameters, materials, and structure counts. Each world type scales in complexity with more towers, trees, walls, and interactable structures.
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, increasing its damage and effectiveness.
| Weapon | Type | Description |
|---|---|---|
| Scythe | Area | Attacks in an area in front of you. Upgrades increase damage by 1 and damage zone by 10%. |
| Censer | Area | Attacks in a circle around you. Upgrades increase damage by 1 and damage zone by 10%. |
| Whip | Hitscan | Bounces a strike from enemy to enemy. Upgrades increase bounces by 1 and damage by 10%. |
| Crossbow | Area | Fires arrows in straight lines around you. Upgrades increase arrows by 1 and damage by 10%. |
Passive Items
Passive items are collected through level-up rewards, hourglass structures, chest structures, and shrine purchases. They stack and scale with each acquisition.
| Passive | Effect per level |
|---|---|
| Ebon Heart | Increases max health by 10% |
| Health Up | Increases max health by 5 HP (flat) |
| Shadow Glide | Lowers falling speed by 10% |
| Shadow Leap | Increases jump strength by 10% |
| Shadow Step | Increases move speed by 10% |
| Experience Boost | Increases experience gain by 10% |
| Luck | Increases luck by 1 (affects reward rarity) |
| Dodge | Increases dodge chance by 1% |
| Crit Chance | Increases crit chance by 5% |
| Shields | Increases max shields by 10% |
| Attack Speed | Increases attack speed by 5% |
| Vampirism | Regenerate 10% of damage dealt, 10% of the time |
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 equipment upgrades using in-match currency. Price scales with total purchases. |
| Portal | Interact to activate. Requires 48 sacrifices (kills) to charge. Once charged, triggers a boss fight. Defeating the boss advances you 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
- Cooked Chicken -- healing items
- Magnets -- attract nearby drops to the player
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 sequence includes an animation (which can be skipped), followed by a reward selection screen where the player picks one of several offered equipment upgrades. The game pauses during reward selection.
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.