Skip to main content

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.

WeaponTypeDescription
ScytheAreaAttacks in an area in front of you. Upgrades increase damage by 1 and damage zone by 10%.
CenserAreaAttacks in a circle around you. Upgrades increase damage by 1 and damage zone by 10%.
WhipHitscanBounces a strike from enemy to enemy. Upgrades increase bounces by 1 and damage by 10%.
CrossbowAreaFires 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.

PassiveEffect per level
Ebon HeartIncreases max health by 10%
Health UpIncreases max health by 5 HP (flat)
Shadow GlideLowers falling speed by 10%
Shadow LeapIncreases jump strength by 10%
Shadow StepIncreases move speed by 10%
Experience BoostIncreases experience gain by 10%
LuckIncreases luck by 1 (affects reward rarity)
DodgeIncreases dodge chance by 1%
Crit ChanceIncreases crit chance by 5%
ShieldsIncreases max shields by 10%
Attack SpeedIncreases attack speed by 5%
VampirismRegenerate 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:

StructureFunction
HourglassInteract to open a reward selection screen with equipment choices
ChestInteract to open a chest reward screen with equipment choices
ShrinePurchase equipment upgrades using in-match currency. Price scales with total purchases.
PortalInteract to activate. Requires 48 sacrifices (kills) to charge. Once charged, triggers a boss fight. Defeating the boss advances you 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
  • 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):

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 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.