90% vanilla · 10% designed systems

Pure
Hardcore.

Hardcore Minecraft with a persistent record. The Network adds structure around Minecraft; it does not replace Minecraft with a second game.

01 / Vanilla first

Everything you already know

Minecraft stays
Minecraft.

Mine normally. Craft normally. Farm, explore, enchant, fight, build, trade with villagers, use redstone, and take on vanilla bosses. Network features add persistence, identity, community, a player economy, rare rewards, and meaningful death.

The test for every feature: does it add meaningful survival or community without replacing vanilla play? If not, it does not belong in Pure Hardcore.

02 / Current plugin foundation

Rules enforced by the game server

Consequences
stay in-game.

  1. Persistent player profile

    Track lives, Marks, Souls, deaths, mob kills, boss kills, playtime, and survival streaks.

  2. Death costs a life

    Starting lives are configurable. When a player reaches zero, their status becomes Fallen and they enter spectator mode.

  3. Community revival

    Another living player can spend the configured Souls cost to bring a Fallen player back with one life.

  4. Buy lives with Souls

    Living players can buy additional lives with an escalating cost and configurable life cap.

  5. Audited player transfers

    Living players can transfer Marks or Souls to another profile. Both sides of each transfer are recorded together.

  6. Souls stay rare

    Default drops are below 5% and require a player kill of an eligible, naturally spawned mob. Drops are recorded once on pickup.

  7. Public web profiles are optional

    Players can choose public or private visibility in game. Public history never includes exact death coordinates.

03 / Two currencies

Every currency has a clear job

Marks for trade.
Souls for survival.

Marks · ordinary economy

Player commerce

Marks power the bounded resource market and escrowed personal shops for player-crafted gear and goods. Public listing cards stay on the website; purchases and item delivery stay in Minecraft.

Resource Market and Player Shops →
Souls · rare progression

Survival matters

Souls come from rare eligible mob drops and support revival, lives, clan creation, and three small particle trails with no gameplay benefit. Additional cosmetic effects and utilities remain staged.

Souls and revival →
Real-money support

Separate store

The Network Store is separate from Marks and Souls. It does not sell lives, currency, combat power, or better Soul chances.

Network Store →

04 / Roadmap

Modules turn on as their rules are ready

One plugin.
Built in stages.

Foundation / live

Profiles, death, Souls

Persistent stats, death history, rare drops, lives, revival, escalating life purchases, player transfers, migrations, and the signed website connection.

Market and menu / live

Marks market

Selected resource supply, dynamic pricing, bounded daily movement, player buy/sell trades, mailbox delivery, market history, and public player shop listings.

Claims and clans / live

Shared territory

Personal claims, trusted access, clan roles and balances, clan territory, public records and history, alliances, rivalries, ally access, friendly-fire protection, and audited claim inactivity review.

Achievements / live

Milestones & identity

Vanilla-play milestones unlock cosmetic chat titles and Soul-funded particle trails; public achievements and selected trails appear on profiles when the signed snapshot and player privacy settings allow it.

Community and trade / live

Player contracts

Players escrow Marks for exact vanilla deliveries; contributors fund shared community projects. Contracts and goals have public progress pages, while game rewards remain server controlled.

Events and community projects →
Network activity / live

History in public

Public deaths, rare Souls, clan milestones, territory changes, and achievements create a bounded feed. Player profiles show market totals and public death history.

Network activity →
Next / staged

More ways to persist

Memorials, restrained home and teleport utilities, nearby territory visualization, more cosmetic effects, public API access, and webhook integrations are future modules. Claims receive warnings and manual review only; they never expire automatically.

Persistence / live

Chapters, not wipes

New content should add to the world and its history. Long-lived builds and communities are part of the design.

Performance / live

Event driven

Asynchronous persistence, pooled connections, cached reads, bounded tables, and no per-tick world scans.

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