Pick a tab and read one short panel — or start at Overview and hit Next to walk the whole thing in a couple of minutes.
The whole server at a glance. Tap a tab for detail — or hit Next to walk through it.
Two realms. Fire (PvP, paid) & Stone (free, chill).
Factions of up to 4 — and no alliances.
Declare war to raid. A barrier locks both teams in to fight.
Only your value-chests are at stake — build Power.
Lose? Nuke out to Stone, or earn your way back.
Highest Power wins the season.
Seasonal. Rebuild → war → survivors relocate to Stone.
Cross-play. Java & Bedrock — console TBD.
Choose your fight — or choose peace.
🔥 Fire — PvP · paid. Entry goes 100% into the prize pool (no house cut) — skill-based, not gambling; minors can't buy in. Wars, raids and Power all live here. Week-1 rebuild earnings can go toward entry.
🪨 Stone — non-PvP · free. No prize pool, no raiding — just build, farm and trade. It's also where factions that survive the season (or nuke out of Fire) land for good. Stone loot stays in Stone.
You can only raid after declaring war — then both teams are locked in a barrier to settle it.
Declare. Get within range of a rival base and declare. A multi-chunk barrier snaps up around both teams — big enough for raid tech like cannons. No outsiders in, neither team out.
Defend. Defenders are teleported home. Inside the claim, mining and chests lock — no pulling value mid-raid — and defenders can't destroy their own value blocks.
Settle. Defenders wipe every attacker → base safe, nothing taken. Attackers win → they crack the value-chests. You lose Power, not your whole base.
One number blends your faction's whole strength — and it's what you win (or lose) on.
Builds from: value-chest contents, placed block value, claim value, and member balances.
At risk: only value-chest items are raidable — the rest of your base isn't.
Auto-locks the instant war's declared, so nobody empties a chest to dodge a loss.
Lose a raid → you lose Power, not your inventory. /power · /power top.
Getting raided is a fork in the road, not the end of your season.
Nuke your base. Rather torch it than lose it? Your claim's chunks regenerate, the base is wiped, and your faction drops straight to Stone.
Redemption ticket. Knocked out of Fire — by a loss or a nuke — grind tasks to earn a way back. The more Power you lost, the easier the road.
Retire to Stone. Survive to season's end and relocate with all your loot. Stone loot stays in Stone.
A fixed arc — and prices that move with it.
Rebuild. Spawn's town hall starts in ruins — the whole server rebuilds it together to open the season. A safezone shields the map, then expands to full size and PvP turns on. The Nether's locked, unlocking at week's end.
The End opens. At the end of Week 2, The End unlocks. Raid materials get cheaper as the war runs, and loot sell-prices spike right before The End — gear up or cash out.
Relocate. Factions still standing move Fire → Stone with all their loot. Highest Power takes the crown. Economy runs on NPC + player chest-shops that grow into a marketplace city.
Short list, hard lines.
Up to 4 per faction. No alliances — teaming across factions = disqualification.
Only value-chest items are raidable. Highest Power wins the season.
PvP balance: console = no attack cooldown, PC/Bedrock = cooldown (control-scheme fairness).
Java + Bedrock via Geyser · console support TBD.
Disqualified: alliances, hacked clients, and economy exploits (dupes, shop abuse).
Fire = paid, PvP, prize pool · Stone = free, non-PvP.
That's the whole game. Grab the address and bring a faction of up to 4 — how to join →