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 | 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.
- Enemy scaling ramps with progression depth. Each mob's HP and base attack increase the deeper its biome sits in the run, so the same mob type hits noticeably harder in later biomes. A landed hit deals flat damage, so keep your Armor Class current to hold your dodge chance up.
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.