
⚔️ The Return of Mythical BedWars (With a Twist!)
BedWars game mode is officially back, completely integrated with our Pathways and Sequences mechanics. We wanted to give you a fun, fast-paced way to pass the time without feeling like you are wasting valuable progression hours.
- No cooldown / Uniqueness penalty. Playing BedWars will not impact or somehow slow down your acting method cooldown or your uniqueness score.
- Playtime is synchronized. All playtime accumulated while playing BedWars transfers directly to the main server. You no longer have to worry about strictly AFKing on the main server just to rack up hours - go have fun instead!
- Sequence 4 was unleashed. The maximum progression cap within a single BedWars match has been raised! You can now push all the way up to Sequence 4 as the pinnacle of your match power (previously capped at Sequence 5).
🔮 Unlocked progression for Hermit, Paragon & More!
We heard you loud and clear regarding the pathways that felt completely stuck. We have officially released the groundwork for all remaining unimplemented sequences (including Hermit and Paragon).
- What’s available right now? All associated ingredients, recipes, and one core ability explicitly designed for acting.
- Why we did this? This allows you to start gathering resources, hunting ingredients, and advancing your pathway immediately.
- What’s next? Additional spells, deep mechanics, and extra polish for these newly unlocked sequences will be rolled out continuously in future patches.
🛠️ Inside the Dev Workshop
There’s been a lot of talk about what happens behind the scenes, with the next meme pretty much summarizing everything:

Coding custom mechanics, balancing 22 pathways, and optimizing performance takes an immense amount of time, but the grind never stops. To give you some perspective, our GitHub commit history shows a highly active team pushing at least 5 to 10+ commits daily (and often up to 20) fixing backend issues, optimizing code, and building content:
This one is for coi alone!

Here is a direct update on what I am personally focusing on right now (ikeepcalm):
“I’m focusing heavily on updating BedWars so you can actively play it while waiting for your acting to reset without worrying about AFK penalties. On top of that, a brand new permanent server event akin to Incursions is currently in heavy development. It’s highly complex and requires extensive testing before release. I’m keeping the exact details a total secret for now - otherwise, where’s the fun?”
A lot of other updated stuff is internal architecture or deep debugging that you will never see on the surface, but it keeps the server alive.
For example, we’ve done A LOT of heavy code optimization. To put it in perspective, think of TPS (Ticks Per Second) as the server’s heartbeat. To run flawlessly without lag, Minecraft needs a perfect heartbeat of 20 TPS. During our recent Server Slam, the server was heavily struggling at around 10 TPS (which feels like severe, unplayable lag where blocks reappear and mobs teleport).
Thanks to these changes, we have officially hit the 20 TPS milestone with approximately the same player count! The game is now running exactly as intended.
before changes:

after changes:

Thank you all for sticking with us, sharing your feedback, and helping us make the server better every single day. Go check out the new BedWars queue and start hunting those Sequence 1-3 ingredients!


