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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, 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.

WeaponTypeBase CooldownDescription
ScytheArea2 secondsAttacks in an area in front of you. Upgrades multiply both damage and damage zone scale.
CenserArea2 secondsAttacks in a circle around you. Upgrades multiply both damage and damage zone scale.
WhipHitscan3 secondsBounces a strike from enemy to enemy. Upgrades multiply bounces, damage, and range. Starts with 2 bounces and 10 block range.
CrossbowArea2 secondsFires 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.

PassiveBase value per acquisitionDescription
Ebon Heart+10% max health multiplierMultiplies maximum health. Equips a netherite helmet visual.
Health Up+5 HP (flat)Adds flat max health points.
Shadow Glide-10% gravity multiplierLowers falling speed. Equips an elytra visual.
Shadow Leap+10% jump strength multiplierIncreases jump strength. Equips netherite boots visual.
Shadow Step+6.67% move speed multiplierIncreases movement speed. Equips netherite leggings visual.
Experience Boost+10% experience multiplierIncreases experience gain from shadow fragments.
Luck+1 luckShifts the rarity bell curve toward higher tiers.
Dodge+1% dodge chanceChance to avoid incoming damage (capped at 100%).
Crit Chance+5% crit chanceChance to deal critical hits (capped at 100%).
Shields+10% max shields multiplierMultiplies maximum shield capacity.
Attack Speed+5% attack speed multiplierIncreases weapon attack frequency.
Vampirism+10% vampirismChance 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:

StructureFunction
HourglassInteract to open a reward selection screen with equipment choices
ChestInteract to open a chest reward screen with equipment choices
ShrinePurchase 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.
PortalInteract 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.
VaseBreakable 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):

TierNameLuck roll range
1Common0 -- 20
2Uncommon20 -- 40
3Rare40 -- 60
4Epic60 -- 80
5Legendary80 -- 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.