Conquer the ultimate test of mechanical precision and psychological endurance in a gruelling gauntlet where a single mistake results in total failure. This is not a climb with safety nets; it is a straight line of uncompromising jumps suspended over the void where falling once sends you back to the very start of the map. While you can use checkpoints to teleport between sections and practice specific movements, the only way to earn the prestigious rewards is to disable these aids and complete the entire course in one continuous effort. To claim your place among the elite, you must screen record your successful run as proof of your skill, earning you a month of free netherite rank and a permanent exclusive tag that marks you forever as a master of the abyss.
The course is built as a massive, horizontal straight line that offers no room for error or alternate paths. Almost every obstacle is positioned over a void that triggers an immediate death upon contact, resetting your position to the very first block of the map. Because there is no verticality to catch you, every jump carries the same weight, whether you are at the beginning or the final stretch. The difficulty is static and relentless, requiring a perfect sequence of inputs to reach the end. This linear layout ensures that the only way forward is through absolute mastery of the movements required for each specific section.
To help players learn the mechanics of the course, the server provides a checkpoint system that allows for teleportation between different sections of the map. This is intended strictly for practice, allowing you to grind difficult jumps without the frustration of repeated restarts from the beginning. However, using these teleports marks your run as a practice session on the scoreboard located on the right side of the screen. This scoreboard tracks a specific variable showing whether checkpoints are currently enabled or disabled, along with a timer that automatically resets to zero every time you die. This ensures that any successful run is documented as a single, uninterrupted attempt.
Precision parkour requires total concentration, so the server includes a specialised focus mode that can be toggled by clicking a button. When activated, this mode hides all other players to ensure no distractions can interfere with your jumps. In addition, simple voice chat allows you to interact with other players, sharing the experience of the challenge and hearing the reactions of those around you. This directional audio creates a communal atmosphere of shared struggle, while the ability to enter total isolation gives you the silence needed for a serious record attempt.
As you move through the course, a boss bar at the top of the screen provides a real-time progress percentage, showing exactly how close you are to the finish line. For those who choose to disable checkpoints, the server maintains a global, never-resetting leaderboard that displays the fastest completion times. This leaderboard serves as the definitive ranking of the most skilled players on the server. Whenever a player manages to reach the final platform with checkpoints disabled, a broadcast is sent to the entire server to announce their victory, signalling to everyone that a new master has finished the run.
The rewards for completing the linear abyss without checkpoints are the highest honours available. Successful runners are eligible for one month of free netherite rank and a custom, permanent tag that is exclusive to this challenge. Because these prizes are so significant, they are not awarded automatically. Players must submit a full screen recording of their run to the server staff for manual verification. This ensures that every tag is earned through legitimate skill and that no shortcuts or macros were used. Once the staff confirms the footage matches the server logs and the scoreboard data, the rank and permanent tag are manually applied to the player's account.
Experience the ultimate test of speed and survival in this sixty-minute race to slay the ender dragon, where every step toward victory makes you a target for every other player on the map. In this high-stakes multiplayer environment, your major milestones are broadcast to the entire server with exact coordinates that rivals can track using a specialised compass, turning your progression into a beacon for hunters. With only one life, global lightning strikes marking every death, and explosive shortcuts like beds and anchors disabled, you must navigate a condensed nether and a volatile overworld while deciding whether to sprint for the finish or stalk the leaders for their loot. The crown goes only to the survivor who deals the final killing blow to the dragon, but if the clock runs out before the beast falls, everyone loses in this brutal game of exposure and execution.
Each match begins with a pre-game phase where all players are randomly distributed within a 2,000 by 2,000 block central zone. During this time, you are frozen inside a glass box while the server generates a completely random seed. Once the countdown timer hits zero, the boxes vanish and the 60-minute race begins. The overworld border is static and extends 3,456 blocks in every direction from the centre. To ensure frequent player conflict and easier structure locating, the nether is significantly smaller, with a border restricted to 432 blocks in every direction. This specific scale ensures the nether dimensions line up with the overworld boundaries while forcing players into a much tighter arena for mid-game progression.
To prevent players from winning through total stealth, the server uses a one-time broadcast system for major achievements. Every player spawns with a tracking compass that serves as their primary navigation tool. When a player hits a milestone, a message is sent to everyone on the server containing that player's name, the milestone reached, and their exact coordinates. If you click on these coordinates in your chat window, your compass will update to point toward that specific location. The compass interface will also display how far you are from that point and how much time has elapsed since the broadcast was sent. These broadcasts are triggered when:
This is a hardcore mode where death is final and results in immediate disqualification. When a player is eliminated, a global lightning strike sound plays for everyone on the server, regardless of their location or dimension. A notification is also sent to the chat detailing the player's death and the exact coordinates where they died. These death coordinates are clickable and will update your compass just like an achievement broadcast, allowing you to hunt for the eliminated player's dropped inventory. Once dead, you are moved into spectator mode and can no longer interact with the world or the surviving players.
The winner is the individual who deals the final killing blow to the ender dragon. A persistent boss bar at the top of the screen tracks the 60-minute match timer. While players are allowed to trap or soft-lock portals to hinder their rivals, certain explosive mechanics are restricted. Both bed explosions and respawn anchor explosions are disabled in the nether and the end dimensions to prevent instant, low-effort kills. This forces players to rely on traditional weaponry or end crystals for combat. If the timer reaches zero before the dragon dies, the game ends with no winner.
Simple Voice Chat provides directional, proximity-based audio for all living participants. This allows for real-time negotiation, taunting, or tracking enemies by the sound of their movement. To protect the integrity of the race, any player who is moved to spectator mode is automatically silenced in the voice chat system. Spectators can fly around and listen to the survivors to experience the drama of the final hunt, but they cannot speak to or assist those still in the race. This ensures that all information used by the runners comes from their own senses or the server's coordinate broadcasts.
Step into a high-octane hybrid of Ultra Hardcore and Battle Royale where safety is an illusion and the clock is your enemy. Unlike traditional UHC where players disappear into caves for hours, this mode forces constant adaptation on a custom-built map teeming with loot hotspots and danger. You begin with a tactical Kit and a permanent Tracking Compass, scrambling to arm yourself in a world designed for conflict. However, the Arena Clock dictates the flow of battle. At set intervals, all survivors are seized and teleported to a central Arena for a mandatory skirmish. This is no ordinary duel—each Arena phase triggers a random, chaotic modifier, from rising lava to boss encounters. Survive the pit to be returned to your exact location in the wild, but be warned: the windows of safety shrink as the match progresses, culminating in a final, shrinking world border that forces a definitive conclusion.
Upon joining, players select a starting Kit and receive a Tracking Compass that points to the nearest enemy player, displaying their name and distance. This ensures that even during the looting phases, you are being hunted.
The game follows a strict, non-repeating timeline totaling ~35 minutes of structured rounds before the final endgame:
The Overworld is not a standard procedurally generated Minecraft seed. It is a custom-designed, Battle Royale-style map (approx. 2000x2000) featuring distinct biomes and massive structures. Exploration is driven by Hotspots—ruined castles, industrial complexes, and dense cities—where high-tier loot like diamonds, enchanted books, and golden apples are concentrated in chests. While mining is possible, the map design encourages players to fight for control of these resource-rich POIs rather than hide underground.
The Arena is a separate dimension that acts as a chaotic equalizer. It is not just a flat fighting ground; every time players are teleported in, the game selects a random "Round Modifier" that fundamentally changes how the fight plays out. The arena resets completely between rounds, ensuring destruction does not carry over.
Environmental Hazards: The floor may slowly turn to lava (Rising Lava), or massive chasms might open up in the center, forcing players to fight on narrow bridges.
Physics Anomalies: Gravity might be reduced to allow for massive leaps and mid-air bow shots, or movement speed might be doubled to create frenetic, hard-to-hit targets.
Hostile Interferences: The Arena may be populated with hordes of Shulkers that inflict levitation, or a Wither might spawn in the center, attacking players indiscriminately and forcing temporary truces.
Death is final with no respawns available. Eliminated players enter Spectator Mode where they can fly freely but cannot communicate with the living. Natural regeneration is disabled (UHC Rules), so health must be restored via Golden Apples or Potions found in loot hotspots. To incentivize aggression, dead players drop their Heads as consumable items. Eating a player head grants high-value buffs (Regeneration and Strength), rewarding players who confirm kills. Third-party looting is fully permitted.
Global chat is fully enabled, allowing for public taunting and negotiation. Proximity voice chat is active for local coordination or intimidation. Once a player dies, they are strictly silenced in both global chat and voice chat to prevent them from relaying information to surviving participants.
Brutal Roguelite Concept
Step into a challenging 40k x 40k Roguelite sandbox where the stakes are genuine and death is a career-ending event. In this world, Totems are disabled and a single mistake triggers an unskippable 7-day ban alongside a complete character wipe, forcing you to rely on true stealth and strategy to survive. With coordinates disabled, nametags hidden, and the player list obscured, you must form Teams to navigate the evolving wilderness or use proximity voice chat to hunt other survivors for their high-value heads. Even the safe zone offers no respite; participate in a cutthroat economy where hostile bidding wars allow you to seize a rival’s shop and stock the moment they slip up, leaving them to rot in exile while you profit from their demise.
Core Game Loop
Death results in an immediate 7-day ban. Upon respawn, the player suffers a total memory wipe, losing all inventory and experience points.
Totems of Undying are disabled to ensure death is final.
Universal Graves hold both inventory and Ender Chest items. They last for 10 days, providing a 3-day recovery window after the ban lifts.
Beds do not save a spawn point for death, but they will save location for exiting End portals. Bed explosions are disabled in the Nether and End to prevent cheap kills.
Players choose to respawn at the World Hub or randomly teleport within the safe Vanilla Zone.
The Tab list is obscured and shows only the total player count. Names are hidden unless the player is on your team.
You automatically leave your team on death.
Login and logout messages are hidden from chat, except for team members.
Nametags are hidden by default in the wilderness. They appear if a player is within 5 blocks and looking directly at the target, or if the target is a teammate. Nametags are forced on only within the Trading Hall region.
Ranked players can use the nick command to change their name and hide their team affiliation for infiltration.
The map is a 40k by 40k world with custom world generation.
Unclaimed chunks in the Overworld regenerate if not loaded for 30 days. The main End Island regenerates weekly to respawn the Dragon and the Dragon Egg, making the Egg a high-value economy item.
Distant Horizons data is sent to compatible clients for better view distance.
Navigation relies on a Handbook and Compass as coordinates and F3 are disabled.
Mobs and loot are leveled in the overworld based on distance. The Vanilla Zone from 0k to 3k is standard, the Wilderness from 3k to 10k is buffed, and the Deep Wilds beyond 10k has corrupted mobs.
The Villager Trade Rebalance is enabled, you can't cheat trades by breaking and placing job blocks, Spawners can be mined with Silk Touch. Access to the Nether Roof is disabled.
The currency operates on a tiered hierarchy starting with Diamond Shards. Nine Shards craft into one Diamond, and nine Diamonds into one Diamond Block. Higher tiers include Netherite Ingots, Netherite Blocks, and finally the Dragon Egg.
There is no enforced conversion system for high-tier items. The market determines the exchange rates. Players are free to utilise alternative currencies if they choose.
Player heads drop on death and scale in value. Heads from new players are worthless, while heads from players with over 40 survival hours are highly valuable. Players can also set specific monetary bounties on targets.
The trade command allows safe item swapping but only functions within the Trading Hall region.
Player shops function using the Universal Shops mod. This allows players to set up physical trading blocks that handle item-for-item transactions. The stock is stored physically inside the shop block.
Shop plots in the Trading Hall use a physical rent chest. Hostile bidding allows players to outbid the current rent of a shop. The owner has 3 days to match the new price. If they fail to pay or match the bid, the plot is unprotected. The new owner can break the Universal Shop block, causing the previous owner's stock to drop as loot.
Local chat has a radius of 1,000 blocks.
Global chat costs per message for standard players but is free for ranked players with a cooldown of one minute.
Discord users with a rank can type into Global Chat with a strict slow mode, it's read only for standard players.
Voice chat is handled via Simple Voice Chat.
Just testing this out