Foundation / liveProfiles, death, Souls
Persistent stats, death history, rare drops, lives, revival, escalating life purchases, player transfers, migrations, and the signed website connection.
Market and menu / liveMarks 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 / liveShared territory
Personal claims, trusted access, clan roles and balances, clan territory, the in-game nearby chunk map, the public clan territory map, public records and history, alliances, rivalries, ally access, friendly-fire protection, and audited claim inactivity review.
Travel / liveHomes, spawn, and requests
Save named private homes, expand home slots with Souls, travel to staff-set spawn, or request consent-based travel to a nearby player in the same world. Player requests expire, are rate limited, require both players to stay out of combat, and use the same warm-up, safe-ground, movement-cancel, and shared cooldown rules.
Achievements / liveMilestones & 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 / livePlayer 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 / liveHistory in public
Public deaths, rare Souls, clan milestones, territory changes, achievements, and player-raised memorials create a bounded feed. Profiles show market totals, lifetime blocks mined, Souls found, revival history, public deaths, and memorials without exact coordinates.
Death Chronicle and memorials →Public data / liveVersioned API
Read-only JSON endpoints expose public, server-verified Network records and respect profile visibility settings.
Public API documentation →Website bridge / liveAccounts, market, and store
Linked-player market requests and confirmed store grants travel through signed Paper queues. Paper validates the linked player and remains the authority for in-game rewards.
Persistence / liveChapters, not wipes
New content should add to the world and its history. Long-lived builds and communities are part of the design.
Performance / liveEvent driven
Asynchronous persistence, pooled connections, cached reads, bounded tables, and no per-tick world scans.