Biome Progression

18 biomes across three dimensions. 5 levels each. 90 total. Overworld ordering randomized per world.

Biome Selection Screen

Progression Map

OVERWORLD (two possible orderings, randomly chosen per world) ═══════════════════════════════════════════════════════════ 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) ═══════════════ Nether Wastes ──→ Soul Sand Valley ──→ Crimson Forest ──→ Warped Forest ──→ Basalt Deltas THE END (linear) ════════════════ 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.

Branching Paths

The Overworld dimension features a warm/cool ordering system that adds replayability. Each world seed determines which ordering is used.