Biome Progression
18 biomes across three dimensions. 5 levels each. 90 total. Overworld ordering randomized per world.
Progression Map
OVERWORLD (two possible orderings, randomly chosen per world)
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Branch 0 (Warm First):
Plains ──→ Scorching Desert ──→ Dense Jungle ──→ Dark Forest ──→ River Delta ──→ Snowy Tundra ──→ Stony Peaks ──→ Underground Caverns ──→ THE DEEP DARK (Warden)
Branch 1 (Cool First):
Plains ──→ Snowy Tundra ──→ Stony Peaks ──→ River Delta ──→ Scorching Desert ──→ Dense Jungle ──→ Dark Forest ──→ Underground Caverns ──→ THE DEEP DARK (Warden)
NETHER (linear)
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Nether Wastes ──→ Soul Sand Valley ──→ Crimson Forest ──→ Warped Forest ──→ Basalt Deltas
THE END (linear)
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Outer End Islands ──→ End City ──→ Chorus Grove ──→ DRAGON'S NEST (Ender Dragon)
The Overworld has two possible orderings (Warm First or Cool First), randomly chosen per world seed. The Nether and End are always linear.
Overworld Overworld
| Biome | Grid Size | Environment | Boss | Mechanics |
|---|---|---|---|---|
| Plains | 8×8 (+1w/level) | Grassy hills, flowers | - | Tutorial biome, open field |
| Dark Forest | 9×9 (+1w) | Dense trees, dark | - | Tree obstacles, low visibility |
| Scorching Desert | 10×10 (+1 both) | Sand dunes, cacti | - | Open terrain, cactus damage tiles |
| Dense Jungle | 11×11 (+1w) | Vegetation, vines | - | Heavy obstacles, vine cover |
| River Delta | 10×10 (+1 both) | Sandy banks, water | - | Water edge tiles |
| Stony Peaks | 10×10 (+1w) | Stone terrain | - | Minimal cover, exposed |
| Snowy Tundra | 9×9 (+1 both) | Snow, ice | - | Powder snow edges |
| Underground Caverns | 11×11 (+1 both) | Cave, ore veins | - | Dense obstacles, night mode |
| The Deep Dark | 12×12 (+1 both) | Deepslate, sculk | Warden | Very dark, high danger |
The Nether Nether
Unlocked after completing The Deep Dark.
| Biome | Grid Size | Environment | Boss | Mechanics |
|---|---|---|---|---|
| Nether Wastes | 9×9 (+1w) | Netherrack, fire | - | Lava edges, fire hazards |
| Soul Sand Valley | 9×9 (+1 both) | Soul sand, soul fire | - | Slow terrain |
| Crimson Forest | 10×10 (+1w) | Crimson nylium, fungi | - | Dense fungal obstacles |
| Warped Forest | 10×10 (+1 both) | Warped nylium | - | Sparse obstacles |
| Basalt Deltas | 10×10 (+1 both) | Basalt, magma | Wither | Lava edges, dense pillars |
The End The End
Unlocked after completing Basalt Deltas.
| Biome | Grid Size | Environment | Boss | Mechanics |
|---|---|---|---|---|
| Outer End Islands | 10×10 (+1 both) | End stone, chorus | - | Void edges, sparse |
| End City | 10×10 (+1 both) | Purpur, end bricks | - | Shulker turrets |
| Chorus Grove | 11×11 (+1 both) | Chorus plants | - | Organic obstacles |
| Dragon's Nest | 12×12 (+1 both) | End stone | Ender Dragon | Void edges, final boss |
Procedural Generation
Every arena is procedurally generated when you enter a new level. The system uses biome-specific rules to build unique layouts each time.
- Grid dimensions grow per level based on biome settings. Some biomes add width only (+1w), others add both width and height (+1 both).
- Obstacles are placed with increasing density, using a base count plus growth per level, ensuring later levels feel more cluttered and tactical.
- Edges are carved with noise-based organic shapes, giving arenas irregular, natural-looking boundaries rather than clean rectangles.
- Edge blocks match the biome: water (river), lava (nether), void (end), powder snow (snowy). Stepping on edge blocks triggers biome-specific hazards.
- Decorations are placed around the arena perimeter: trees and ferns in the overworld, nether vegetation in the nether, end pillars and chorus plants in the end.
- Underground biomes use stone walls with glowstone lighting placed every 3 blocks to simulate a cave environment.
Branching Paths
The Overworld dimension features a warm/cool ordering system that adds replayability. Each world seed determines which ordering is used.
- Two possible orderings exist for the Overworld, randomly chosen per world seed.
- Branch 0 (Warm First): Plains, Scorching Desert, Dense Jungle, Dark Forest, River Delta, Snowy Tundra, Stony Peaks, Underground Caverns, The Deep Dark.
- Branch 1 (Cool First): Plains, Snowy Tundra, Stony Peaks, River Delta, Scorching Desert, Dense Jungle, Dark Forest, Underground Caverns, The Deep Dark.
- All 9 biomes are visited in every playthrough. The ordering changes, not the set of biomes.
- Both orderings converge at Underground Caverns before the final boss biome, The Deep Dark.
- The Nether and End are always linear, with a fixed biome order regardless of world seed.