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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

Use /mbs start to begin a new match. Each match creates one or more instanced worlds for that player only. A second /mbs start while you are already in a match (or while your world is still generating) is refused -- use /mbs quit to leave first.

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).

A short countdown then transitions the match into the first world.

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. 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 structures and no wave mob spawning -- only the final boss.

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, force-loaded around spawn at match start
Blood Altar32x32 chunksWORLD_2 only
Magnet Shrine18x18 chunksW1-W3
Time Stop Shrine22x22 chunksWORLD_3 only
Loot ChestSchematic-baked into tower chunks; 70% cleared / 20% Rare / 10% Legendary roll per baked 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 weapons are derived from a unified DPS framework (WeaponBalance), so each one's level-1 damage is back-solved against a single shared baseline (~10 DPS in the standard scenario of 3 enemies in range). Only damage grows with level; cadence, area, bounces, and arrow count stay fixed at their constructor values, with one exception (the crossbow gains arrows on a milestone curve).

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.

Weapon (Class)TypeCadenceDescription
Scythe (Reaper)Area2 secondsSweep in a forward arc. Damage grows with level; area is fixed.
Censer (Mystic)Area2 secondsDoT aura around you, re-ticking every enemy in zone 12 times per cycle. Damage grows with level; 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 (cosmetic netherite helmet)
Health Up+5 HP (flat)
Shadow Glide-10% gravity (cosmetic elytra; also enables multi-jump via the elytra-trigger keybind)
Shadow Leap+10% jump strength (cosmetic netherite boots)
Shadow Step+6.67% move speed (cosmetic netherite leggings)
Experience Boost+10% experience
Luck+1 luck
Twilight Coin+1 luck (same effect as Luck; alternate-themed pickup)
Dodge+1% dodge chance
Crit Chance+5% crit chance
Shields+10% max shields
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. Chest-acquired passives are awarded at 20% of normal strength (so a Common chest Health Up is +1 HP instead of +5).

Player Stats

Use /mbs stats during a match to open the equipment + stats dialog. The match auto-pauses while it is open. The dialog shows:

  • 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 early awards the highest tier reached so far. Chronomancer Token shortens the wait.
ChestRight-click to purchase a passive reward using emeralds. Base price 50, scaling by 50 + 25 * totalPurchases (where totalPurchases is the running count of chest + shrine buys this run). Disabled while a boss is active.
ShrinePurchase a random outcome with emeralds. Base price 25, scaling by 25 + 12.5 * totalPurchases. 60% reward (shrine stays), 10% reward (shrine consumed), 30% nothing. Disabled while a boss is active.
PortalOne of many grid-placed portals across the world. Activating any portal that the player reaches with the match-wide sacrifice threshold met starts the boss fight. Sacrifice thresholds: 100 (W1) / 200 (W2) / 400 (W3).
VaseBreakable container; drops shadow fragments / emeralds / etc on break.
Loot ChestSchematic-baked Rare (mbs_chest_rare) or Legendary (mbs_chest_legendary) chest. Right-click to drop a single passive at a luck-shifted rarity (+5 luck for Rare, +10 for Legendary) and 15 shadow fragments. Schematic scan rolls 70% cleared / 20% Rare / 10% Legendary per baked chest block.
Blood Altar (W2 only)3-stage HP sacrifice: 25% -> 50% -> 75% of current HP. Each stage drops 10 shadow fragments per HP spent (so the altar is an HP-to-XP converter, not currency). A 20%-of-max-HP floor is enforced; if a sacrifice would drop you below it, the altar warns and holds on the same stage. The altar despawns after the 75% stage. Triggered by right-click or by /mbs sacrifice.
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.

Portal Compass

While in a match the action bar shows a 63-character directional strip pointing at the closest portals and POI markers in your current world. The compass hides itself when nothing is in range -- it doesn't compete for the action bar otherwise. When portals exist, only the nearest three are shown to keep the strip readable.

Enemies and Bosses

Enemies spawn in player-anchored waves around the player (40-90 block ring, 80% biased toward the player's heading). The match tracks a game time ticker that controls spawn pacing, density, and difficulty scaling.

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
1-2100%0%0%0%
3-570%25%5%10%
6-950%25%20%15%
10-1435%25%25%18%
15+25%25%25%13%

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. The scorpion has a rarity roll (Normal / Elite / Nightmare) that scales HP, damage, scale, and the loot it drops:

RarityStat multiplierLoot multiplierScale stackSoul Echo drop
Normal1x1xx2 (baseline)10-15
Elite4x4xx35-8
Nightmare8x8xx425-35

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 5-block pillars chained along the player's predicted movement at +12 / +24 / +36-tick offsets, each with a 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 that orbit the boss.

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

If the player spends more than 5 minutes in any single world, a Ghost Army starts spawning. Ghosts pursue in a straight line and insta-kill on contact, and 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.

Match-Level Sacrifice Pool

Each non-boss kill increments a shared sacrifice pool (boss bar at the top of the screen). When the pool hits the per-world threshold, any portal the player reaches activates. Killing the portal boss resets the pool for the next world.

Mob Drops

Defeated enemies can drop:

  • Shadow Fragments -- XP that levels up the player. Auto-attracted on pickup.
  • Emeralds -- in-match currency, auto-attracted to the player. Used at chests, shrines, and blood altars.
  • Redstone Dust -- sacrifice items that auto-route to the nearest portal in the current world (the dropped dust drifts toward whichever portal is closest, not a hardcoded one). Each one consumed by a portal increments the match-wide sacrifice pool.
  • Cooked Chicken -- heals 1 HP on pickup (cap at max health).
  • Magnets -- 15-second effect that pulls every shadow fragment in the match toward the player on a parabolic arc.

Nuke and Ghost Army Banner drops produce a single aggregated emerald / soul-echo / fragment payout at the player's feet rather than per-mob drops, to avoid flooding the client with item entities during mass-kills.

Rarity System

Equipment rewards have a rarity tier that scales their effect:

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

The player's luck level (0-100) sits at the centre of a bell curve with standard deviation 15. Higher luck shifts the distribution toward higher tiers.

Luck affects only the rarity at which a rolled passive is awarded -- the pool itself is the same set of equipment regardless of luck. 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 triggers a level-up. 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.

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

  • Ban -- consumes one ban token and removes that equipment type from the rest of the run's reward pool.
  • Reroll -- consumes one reroll token and re-rolls the three options against the current pool (banned types stay banned).

POI Rewards

POI chests are placed at the start of each 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 surfaces each POI as a coloured glyph so the player can navigate to them deliberately. They are not random drops -- claimed by walking onto the chest.

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 Evo 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 random passive the player does not currently own, stacking its stats without occupying a slot.
Chicken FeastRed crossFully restores health to max and grants an overshield equal to max shields.
Arcana FragmentPink starRolls one of three stage-long stat boons (Area Arcana +10% scale, Tempo Arcana +10% attack speed, or Crit Arcana +10% crit chance).
NukeGold radiationWipes every non-boss enemy on the map; loot is consolidated into a single aggregate drop at the player's feet.
Weapon StoneCrossed swordsPicks a random equipped weapon and grants +5 levels at Common rarity.
Passive StoneWhite spirePicks a random equipped passive and grants +5 levels (escalating rarity for configurable passives so the stat actually advances).
Ghost Army BannerWhite bannerLocalized sweep: kills every non-boss mob within 40 blocks of the player; aggregated loot.
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 to clear non-boss mobs around them. Bosses (Scorpion + Final Boss) are immune to that clear, like with regular Nuke drops.

Health and Shield Display

Players have a visual health + shield bar during matches (rendered as a floating display above the player). Shields act as an additional health layer that absorbs damage before HP and regenerates over time after a 3-second grace period since the last hit.

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" if the player is wearing an elytra (granted by the Shadow Glide passive). Default maximum jump count is 1; future stat sources may extend this via the JUMP_COUNT modifier.

Scoreboard

An in-match scoreboard displays real-time match info (level, XP, kills, time, sacrifices).

Match End

When the player dies or quits, the run is summarized in chat (kills, level, time survived, 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.