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 →90% vanilla · 10% designed systems
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
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.
02 / Current plugin foundation
Rules enforced by the game server
Track lives, Marks, Souls, deaths, mob kills, boss kills, playtime, and survival streaks.
Starting lives are configurable. When a player reaches zero, their status becomes Fallen and they enter spectator mode.
Another living player can spend the configured Souls cost to bring a Fallen player back with one life.
Living players can buy additional lives with an escalating cost and configurable life cap.
Living players can transfer Marks or Souls to another profile. Both sides of each transfer are recorded together.
Default drops are below 5% and require a player kill of an eligible, naturally spawned mob. Drops are recorded once on pickup.
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 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 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 →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
Persistent stats, death history, rare drops, lives, revival, escalating life purchases, player transfers, migrations, and the signed website connection.
Selected resource supply, dynamic pricing, bounded daily movement, player buy/sell trades, mailbox delivery, market history, and public player shop listings.
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.
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.
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 →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 →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.
New content should add to the world and its history. Long-lived builds and communities are part of the design.
Asynchronous persistence, pooled connections, cached reads, bounded tables, and no per-tick world scans.