A vast blue-roofed castle of towers and curtain walls rising out of pine forest under an amber sunset sky.

An MMO inside Minecraft World of Minecraft

A World of Warcraft-style MMO — classes, quests, zones, reputation, professions, dungeons, a flight network — written from scratch inside Minecraft, on a hand-built map. One person is building it. It is not finished, and this page is not pretending otherwise.

Join the Discord Help build it

The Royal Castle — the map, seen at ground level

What this is

One person, rebuilding an MMO from the ground up

Not a Minecraft server with a few RPG plugins bolted on. Vanilla combat is replaced rather than extended, and every system underneath it — the classes, the quest engine, the economy, the loot tables, the zone bands, the flight graph — is written by hand for this project.

There are no third-party gameplay plugins. Items, quests, spells, vendors, zones and dungeons are all data files that get validated at load, so the world can be rewritten without touching a line of Java. Characters, regions, marks, mail and reputation live in Postgres behind a migration history. It is one plugin JAR made of modules that resolve each other by interface, which is what makes it possible for one person to keep adding systems without the previous ones falling over.

  • 1Developer
  • 0Gameplay plugins used
  • 944Items in the catalogue
  • 5Classes playable, of 13 planned
  • 60Level cap
  • 3000 × 2500The map, in blocks

The world

A map somebody built by hand, block by block

The map was bought, not generated — three thousand blocks by two and a half thousand, with thirteen biomes, twelve villages, castles, temples, mines and dungeons, all of it placed by a builder rather than by an algorithm. That is the fixed input everything else is fitted to. No terrain here was made by code, and none of it is disposable.

The whole continent seen from high above: a green island ringed with cloud and open blue sea, with volcanic, forested and snowy regions visible.
The world from above — the whole island, ringed with cloud and open sea

Places are not decoration. A zone is a named level band with a shape, and crossing into one puts its name on your screen tinted by how it rates against you — red for deadly down to grey for trivial. Zones nest, so walking through a village gate names the village without losing the province around it. The land is cut into tiers that decide what you may do to it: sanctuary where nothing can be touched, wilderness where ore and trees come back on their own timers, mines you may dig out properly, and dungeons. There is no free building anywhere on it. A gathered ore node is written to the database with its exact block state and put back later, because a hole nobody can fill is permanent damage to a map that was made by hand.

A labelled top-down map of the continent, naming the desert biome, Greek temple, volcano, Prisma Castle, Red Castle, Mangrove Village, Stable Farms, Lava Dungeon, Mushroom Island, Spawnpoint Castle, Blossom Temple, Swamp Island, Maya Pyramid, Jungle Village, Purple Castle, Winter Village and the ice biome, with markers for mines, dungeons and corrupted portals.
The world map Villages, castles, mines, dungeons and portals, end to end
Domes, statues and hanging pennants seen from the rooftops of a walled castle city.
Castle CityDomes, statues and pennants above the streets.
A grey stone keep crowned with red turrets standing above a village of turf-roofed cottages.
The Red SpiresA keep above turf-roofed cottages.
A village of wheat fields around a market square and fountain, with castle spires on the horizon.
Farmland VillageWheat, a market square, spires on the horizon.
A jade and gold pagoda standing on floating stone, surrounded by cherry blossom trees.
Blossom TempleJade and gold, held up by cherry trees.
A marble colonnade and triumphal arch on a headland, with palms growing among the ruins.
The Greek TempleA colonnade and an arch on the headland.
A red pagoda tower rising over terraced vegetable gardens and tiled stone houses.
Pagoda VillageA red tower over terraced gardens.
Round canopied huts along a red earth path, deep in bamboo and hanging vines.
Jungle VillageCanopied huts on a red earth path.
Stilt houses standing over still water, with flooded crop terraces between the walkways.
Mangrove VillageStilt houses and flooded terraces.
Flat-roofed sandstone houses and date palms around a shaded desert square.
Desert VillageSandstone and date palms round a shaded square.
Houses carved out of giant toadstools standing on pink and violet ground.
Mushroom IslandHouses cut from giant toadstools.
A torchlit mine gallery propped with timber, an amethyst geode broken open in the rock wall.
The MinesTimber props, torchlight, an opened geode.

The classes

Five so far, and they do not play alike

Abilities fire from right-click on whatever is in your hand — a sword, an axe, or a casting focus. Vanilla does nothing when you right-click a weapon, so it is a free input on the thing you are already fighting with: no hotbar slots spent, no spellbook window, nothing to learn beyond right-click. Two slots, and each fires the newest ability you know in it, so levelling up genuinely changes what you press.

Warrior

Fury · Tank, DPS

Fury starts empty, builds by hitting and by being hit, and drains away out of combat — so a warrior is weakest at the pull and cannot bank rage between fights. Spends it making one swing count.

Armour plate, mail, leather, cloth Weapons sword, axe, mace, trident, bow, crossbow

Paladin

Mana · Tank, DPS, Healer

Strikes at range, and can pull somebody back from the edge once a fight. Mana is attrition: it starts full, comes back slowly, and a long fight is a budget.

Armour plate, mail, leather, cloth Weapons sword, axe, mace, trident

Hunter

Focus · DPS

Focus returns fast, so the rhythm is the resource rather than the budget — the poison is almost always ready. The only class with two companions, and the only one whose companions fight.

Armour mail, leather, cloth Weapons bow, crossbow, sword, axe, trident

Mage

Mana · DPS

Bolts that arrive now, and a floor of ice for whatever got close. Frostbolt at one, frost nova at five, fireball at ten, cone of cold at twenty, frostfire bolt at thirty — each replacement beats the thing it replaces at that slot's job.

Armour cloth Weapons sword, casting focus

Warlock

Mana · DPS

Damage that arrives late and stays, and takes some of it back. Corruption, drain life, rain of fire, drain soul — a warlock wins fights that have already been going on for a while.

Armour cloth Weapons sword, casting focus

There is no equip step. Wearing something is putting it in the slot — drag a helmet onto your head, hold a sword, and that is the whole gesture. Your stats are read off the live slots every time they change, never from a record of an equip action, so the sheet cannot disagree with what you are wearing. Proficiency is enforced: armour a class may not wear comes off, and a weapon a class may not wield stays in the hand and gives nothing at all — no stats, and fist damage.

Where it actually is

Built, and not built yet

A long list of things work. A longer list does not exist yet. Both belong on the same page — a project this size is mostly the second list, and pretending otherwise would waste the time of anyone who turned up to help.

Working today

  • Quests — objectives for killing, gathering, talking and travelling; chains, deliveries between two people, a dialogue window, a tracker on the sidebar, and per-player markers over an NPC's head that come from your own state rather than a flag on the NPC.
  • Classes and spells — five classes, a cooldown and aura engine with stacking and periodic ticks, cast bars that break on damage and movement, and abilities that scale off both your gear and your own level.
  • Zones — level bands from 1 to 60, nested, with the entry title tinted by how the place rates against you.
  • Economy — gold, silver and copper; vendors with buyback, a bank, player trade, an auction house, and mail with attachments and money.
  • Gathering — nodes keyed to the block, with per-rarity respawn timers held in the database so a harvested vein comes back exactly as it was.
  • Travel — mounts you summon rather than stable, and a flight network you genuinely ride, discovered by visiting the flight masters.
  • Parties, dungeons and PvP — a five-person party, one dungeon with a party gate that always says why it refused you, guilds, chat channels, battlegrounds and warmode.
  • Reputation, pets, loot, and a full block audit — every block change logged and reversible, so nothing that happens to this map is permanent.

Not built yet

  • Eight more classes. Five of the thirteen exist. The other eight are entirely unwritten.
  • Talent trees and specialisations. Roles are recorded in the class files and read by nothing — branching on them today would be inventing a spec system out of a label.
  • Crafting. Gathering works; nothing yet turns what you gather into anything.
  • Boss encounters. One dungeon exists, with creatures in it and no scripted fight at the end, no loot rules and no lockout.
  • The caster curve. Mana is a flat hundred at every level while spells get more expensive, which is a known and unfixed problem.
  • Channelled spells, line of sight, cone and chain targeting.
  • Bind points and a hearthstone, mount ownership, and any cost at all for flying.
  • Everything a player looks at. There are no item icons, no class crests and no interface art. It is system fonts on slate.

Help wanted

This is the part that matters most

An MMO is not a one-person job, and it is showing. If any of the below sounds like something you would enjoy doing on a Tuesday evening, there is a place for it here. You do not need to have made a game before, and you do not need to know how Minecraft works underneath. Most of this work never touches Java at all.

Builders

Interiors, and the places quests happen in

The map was bought; the insides of it were not. A shop needs to look like a shop before somebody can be put behind the counter, a keep needs a throne room, and a dungeon needs to read as a dungeon before anything is spawned in it. If you build, there is more work here than one person will ever get through.

Quest & content writers

Villages that sound like people live in them

Quests are data files, not code — an objective, a chain, a line of dialogue, and a reason a farmer wants ten eggs. If you can write a person who sounds like a person, you can write content for this without ever opening the source.

Testers

Break it on purpose, then write down how

Almost nothing here has been played by anyone except the person who wrote it, which is the worst possible test. Finding the thing that falls over and describing exactly what you did is genuinely the most useful contribution available right now.

Java developers

Whole systems, not tickets

Paper API, one JAR of Gradle modules, Postgres behind Flyway and HikariCP. Modules resolve each other by interface, so a new system is a new module and one line in a list — you can own crafting, or talents, or boss scripting, without standing on anybody's toes.

Artists

Everything a player actually sees

Item icons, class crests, a resource pack, an interface that is not text in a chat window. There are 944 items in the catalogue and not one of them has a picture. This is the single biggest visible gap in the project.

Designers

The numbers, argued with by someone else

There is a damage curve, a spell curve, an experience curve and a level cap, and all of them were fitted by one person arguing with himself. Loot tables, class balance and zone pacing would all be better for a second opinion.

Get in touch

Come and say hello

Discord is where the work happens and the only place to find it. There is no application and no commitment — turn up, say which of the above sounds like you, or just watch it get built. Questions about how any of it works are welcome; most of this was figured out the hard way and none of it is a secret.

discord.gg/wom