
Build a home. Level your kit. Explore farther than you probably should.
One persistent map that's still there when you log back in. Vanilla survival underneath — mobs, weather, a normal working Nether — with a progression system on top that makes how you play matter.
You pick a kit at spawn. The kit gives you a loadout and an ability, and it levels from 1 to 10 by doing the things it's built for: a Miner levels by mining, a Fisherman by fishing, a Berserker by fighting. At level 5 it gets a milestone ability; at 10, a signature one.
Kit power is earned by playing. It is never sold.





Nothing on this list is planned. It's all on the server today.
Thor, Vampire, Berserker, Viper, Archer, Phantom, Lumberjack, Miner, Cultivator, Fisherman, Beastmaster, Pyro, Scout, Frogger. Each has its own loadout, ability, level curve and daily quests. Full list.
You start with one kit unlocked. Every kit you take to level 5 earns a credit, and a credit unlocks any other kit. Commit to one, then branch out.
A set of quests tailored to your kit refreshes every day. Finishing them is the fastest way to level.
Create a faction, invite friends, claim chunks. Allies and enemies change how chat and PvP work. Claimed land is yours to build on and yours to defend.
Survival PvE with faction-versus-faction PvP on top. Rival factions can and will come for your base.
A built spawn with the kit menu, a shop keeper who buys what you bring in, a cosmetics NPC and the portals out to the arena and Mosh Pit.
/wild drops you far from spawn. /tpa asks a friend to pull you over. /spawn brings you home.
Earned by selling to the shop keeper and by playing in the arena. Spent on cosmetics and blocks. Coins never touch levels, abilities or damage.
Portals go where portals go. No custom dimension, no reset cycle.
Story content that arrives on a schedule and changes the map. Season I begins October 1.
At spawn. Level 1. You can switch later, but each kit keeps its own level, so the first one you commit to gets ahead.
Mine, chop, fish, fight, farm — whatever yours is built for earns XP. Daily quests speed it up.
Level 5 brings a milestone ability and a Kit Credit. Level 10 brings the signature ability.
Claim land, build a base, pick who you trust. This is where the long game lives.
The Frontier is about to get more dangerous. Gear up, level up, and keep an eye on the wilderness.

Coins only buy cosmetics and blocks. Ranks are cosmetic. In the arena and in tournaments every kit is normalised to a fixed level, so a level-10 Miner in the Frontier and a level-1 Miner in the Frontier hit exactly as hard in the Crucible. Grind for the flex, not the advantage.
Jump in, pick a kit, and start levelling. If you get stuck, ask in Discord — someone will walk you through it.