Minecraft-first persistent multiplayer game/server framework.
The project is optimized for repeatable retained player-hours generated per developer-hour and recurring maintenance cost.
Minecraft supplies useful primitives such as movement, building, inventory UI, combat, enchanting, brewing, and multiplayer. Custom code supplies the persistent game layer: progression, economy, controlled resource generation, scalable PvE, social systems, provenance/history, player-directed world expansion, cross-instance player state, and network routing.
- deliberately small, dense, purpose-built gameplay zones rather than endless vanilla wilderness
- capacity scales by replicating zone instances, not by making maps larger
- instance count is driven by concurrent demand in that specific zone, independent of total network population
- zone = gameplay definition; instance = one live copy; backend = infrastructure hosting instances
- PostgreSQL = durable persistent authority; Velocity = routing; Paper = live gameplay while it holds player-state ownership
- single-writer player state and versioned transfers
- atomic/idempotent value movement with escrow/pending delivery for important transactions
- Coin pocket + protected Bank Manager
- player-driven Bazaar/Auction economy
- bounded individualized gear rolls; perfect rolls are optional luxury optimization
- Portal/Map scalable PvE plus mob-family Bounties as launch PvE pillars
- player-directed expansion voting; ordinary district form/scale is player-created rather than blueprint-driven
- Nether/End are later major power milestones rather than Map-difficulty permission gates
common/— infrastructure-neutral domain contracts/shared logicpaper/— Paper gameplay/backend adaptervelocity/— Velocity network/routing adapterresource-pack/— presentation assetsinfra/— local/deployment infrastructuredocs/— canonical architecture, planning, and reference documentation
Start at docs/README.md.
Planning/reference entrypoints:
docs/planning/PLANNING_HIERARCHY.mddocs/reference/DESIGN_LAWS.mddocs/planning/V1_SCOPE.mddocs/planning/MASTER_ROADMAP.mddocs/planning/IMPLEMENTATION_ORDER.mddocs/reference/ACCEPTANCE_CRITERIA.mddocs/planning/OPEN_DECISIONS.md
Core architecture entrypoints:
docs/architecture/SYSTEM_OVERVIEW.mddocs/architecture/WORLD_ZONES_INSTANCES.mddocs/architecture/AUTHORITY_MODEL.mddocs/architecture/TRANSACTIONS_AND_ANTI_DUPE.md
- Keep canonical planning internally consistent.
- Complete/update the cross-cutting architecture for all settled V1 systems before continuing feature implementation.
- Preserve existing proven authority/economy code rather than rebuilding it to match new milestone names.
- Implement in dependency order using small end-to-end proof slices.
- Spend serious effort on structure/correctness; keep exact balance values configurable and cheap to change.
- Development and initial playtests remain local-PC-first. Hosting/process count grows only from measured player demand and operational need.
The canonical public world begins at Day 0. Private/closed beta state is disposable and must not leak into canonical history.