sandbox MMO / Minecraft
In development
A sandbox MMO where the world keeps breaking.
Kepler is an Albion-style sandbox MMO built on Minecraft: a player-driven economy, full-loot zones, kingdoms and guild sieges, and Calamity waves that tear the map open every week.
In development. The plugins are drafted and going through review and QA. Nothing is live yet.
New / The wiki
How Kepler plays, in depth
Races, classes, the seven skill slots, element combos and skill growth, plus all 149 abilities with an animated preview of every stage from Common to Mythic.
01 / The world
Ormere, and the waves
A world that is struck again and again, and the people who walk into the damage to fix it.
The world is Ormere, a vessel for four living Currents: Water, Fire, Air and Earth. Long ago the Ashlar dug too deep and cracked it. Through that crack, the Maw, an emptiness called the Hollow breathes in, again and again.
Each breath is a Calamity Wave. Breach Scars tear open across the map and the Hollowborn pour through. Where a Scar is not sealed, the land's Currents drain and invert into Blight, and Blight spreads.
The waves used to come once a generation. Now they come every week. Players are the Tollbound: volunteers who swore on a Tollstone to answer the call, and who come back from death to answer it again.
The known land is Aldara, a continent about 20,000 by 20,000 blocks: a snowy north under an ice cap, a temperate heartland of forests, lakes and ridges, red deserts and canyons in the south-east, and a bayou and jungle isles along the south. Each city’s Tollstone wards only a pocket around it. Between the pockets lie bands of red and black ground, and the zones follow the land itself: coastlines, ridges, rivers and biome edges. Of the land, about 32% is safe, 34% red and 34% black, and the further from a Tollstone you go, the richer and deadlier it gets.
Every one of the ten races has a homeland somewhere on it: the Frostvein on the ice cap, the Cinderborn by the calderas outside Forgecross, the Mirefolk in the bayou, the Vinereach on the jungle isles. Most of that ground is red or black, so holding it takes a fight.
- Hearth core (blue), T1–T3
- Hearth (blue), T3–T4
- The Marches (yellow), T4–T5
- Red fringe, T5–T6
- Deep red, T5–T7
- Black seam between two cities, T6–T8
- Black wilds, T6–T8
- The Rim: black frontier, T7–T8
- Water keeps the zone of its coast, drawn paler; palest is the open Deep (black)
- Road in blue/yellow: protected
- Road in red: open PvP, full loot
- Road in black: free-for-all
- Ward Post: road protection ends here
Kepler zones on the Aldara map (v2 draft, coordinates being verified)
World map: Paralon Continent #1 – Aldara (opens in a new tab) by Terralon. The zone map above is drawn by Kepler from its own zone data; it is not the author’s render.
Four kinds of ground
Blue
T1–T4- PvP
- Off, duels only
- On death
- Durability loss, nothing dropped
- Rewards
- x1.0
Yellow
T4–T5- PvP
- Only when flagged; knockdown, no kill
- On death
- Durability loss, nothing dropped
- Rewards
- x1.2 resources / x1.5 fame
Red
T5–T7- PvP
- Always on; knockdown, then execute
- On death
- Full loot in a loot bag
- Rewards
- x1.5 resources / x2.25 fame
Black
T6–T8- PvP
- Always on; everyone outside your guild or alliance is an enemy
- On death
- Full loot, instant death
- Rewards
- x2.0 resources / x3.0 fame
The five cities of the Charter
Each city is built around a Tollstone that counts down to the next wave, inside its own safe pocket. Each refines one resource best, so trade between them is worth the road, and every road between them crosses red ground.
- K13North-west, a pine valley under the snowy peaks
Forgecross
the Anvil of the Charter
Ore into metal bars. Plate armour, swords, maces, hammers, pickaxes.
“Steel does not fail. People do.”
- V11North, the great pine wood
Timberwatch
the Green Wall
Wood into planks. Bows, crossbows, spears, staves, furniture.
“Grow nothing you cannot tend.”
- T20Centre, at the foot of the central ridge
Quarrystone
the Crossroads Crown
Stone into blocks. Tools, food, potions, facility kits, mounts. Home of the black market.
“Write it down, so we fail differently next time.”
- O27South-west, the bayou shore
Weavemere
the Loom of Lakes
Fibre into cloth. Cloth armour, every staff, capes, tomes.
“Ask quietly. The water carries.”
- X31South-east, savanna and red desert
Hidegate
the Banner Gate
Hide into leather. Leather armour, daggers, axes, bags, saddles.
“A road shared is half as long.”
Roads, and the ways around them
Roads stay the fastest way to travel, but they are protected only inside the wards. Past the Ward Posts a road is ordinary red or black ground: open PvP, full loot, and everyone knows the route. Three services are designed for people who would rather not risk it. None of them is built yet.
- Paid fast traveldesigned
Stonewalk
A Tollwarden sends you along the thread between Tollstones, from one server city to another. It carries you and what you wear, nothing else.
- No cargo: resources, loose gear and trade goods stay behind
- Price rises with distance and the tier of your gear
- Not while in combat, just after a PvP fight, or as an Outlaw
“The stone takes you, not your trade.”
- Player haul & escort contractsdesigned
Road Bonds
Contracts sealed at the Ledger Court. Hire a Bondcarrier to haul your goods, or hire Outriders to ride beside you through the bands.
- Carriers post collateral, so a robbed haul still pays the owner
- Goods ride in Bonded Crates that can be looted on the road
- A Bond Ledger rating decides how much a carrier may take
“Quarrystone believes in contracts.”
- Insured NPC shippingdesigned
Charter Freight
The Court's wagon trains carry goods along the spoke roads, always through Quarrystone, for a premium. Slow, taxed and capped, so players still haul most trade.
- Hours on the road, with fees on both ends
- Insured against everything except the calamity
- A Breach Scar opening near the route can still destroy the load
“The Roadless leave the wagons alone. The Hollow does not.”
02 / Systems
Everything is player-made
A full sandbox loop: what you wear is what you are, what you wear can be lost, and someone else crafted it.
The core loop
- 01
Gather
Ore, wood, fibre, hide, stone and fish, with tiered tools. Richer nodes sit in riskier tiles.
- 02
Refine
Bars, planks, cloth, leather and blocks at city stations. Each city refines one thing best.
- 03
Craft
Gear, tools, food and potions, with a quality roll from Normal to Masterpiece.
- 04
Trade
Order-book markets in every city. Prices differ, so hauling goods pays.
- 05
Risk
Wear it into yellow, red and black tiles, dungeons and sieges. Win and loot. Lose and replace.
Loot or lose ↺ the demand for new gear starts the loop again
- player-made
Economy & markets
Almost every usable item is gathered, refined and crafted by players and sold to players. No premium currency, nothing to buy with real money.
- Gear in tiers T1–T8, enchanted .0–.4, with five quality grades
- Buy and sell orders that fill while you are offline
- Banks per city, a black market in Quarrystone, roadside stalls
- Full loot, durability and the black market keep removing items, so crafters always have demand
- risk = reward
Zones & full loot
One open world: the Aldara continent, about 20,000 × 20,000 blocks. Zones follow its coastlines, ridges, rivers and biome edges: each city sits in a safe pocket of blue and yellow, red ground rings every pocket, black seams run between neighbouring cities, and the ice cap, the far coasts and the isles are a black frontier. Land splits about a third each: safe, red and black. Tile names, tiers and danger show on entry.
- Flagging in yellow, knockdown and execute in red, free-for-all in black
- Loot bags drop everything you wore; some of it is destroyed
- Reputation and outlaw status for players who prey on the weak
- Roads are the fastest way everywhere, but protected only inside a city's ward
- player power
Kingdoms, guilds & sieges
Players found towns, claim land, grow them into kingdoms and build their own stations and markets. Guilds fight over everything, including the server cities.
- Towny-style claims, plots, ranks and town levels
- Guilds, alliances, parties, a guild bank and guild buffs
- War declarations, raids and scheduled sieges with siege equipment
- Guilds that capture a server city collect its taxes
- PvE
Dungeons & POIs
Owner-built dungeons, from solo runs to ten-player expeditions, plus small points of interest scattered across every tile.
- Solo, group and large dungeons, instanced or in the open world
- Hellgates and invasion dungeons for PvP in red and black
- Random mist portals with a rare jackpot
- Quest rooms and quest bosses that appear only for players on that step
- the weekly event
Calamity waves
Tollstones in every city count down to the next wave and forecast where it will hit. Then Scars open, and the server has to close them.
- Tremors three times a week, a Wave every Saturday, a Great Calamity every fourth
- Scars run Rupture, Tide, Herald, Seal. If Pressure hits 100 %, the tile is lost to Blight
- Blight spreads hour by hour; cleansing takes Censers, Stakes and people
- Riftglass, the wave currency, buys recipes and unlocks, never finished gear
- ~2,000 lines planned
Quests & conversations
Quest lines start in the five cities, about 400 per city, each one to twenty tasks long. Givers talk through branching conversations written to carry voice lines.
- Fourteen quest-giver roles per city, from steward to explorer
- Gathering, crafting, combat, dungeon, trade, racial and realm lines
- City Favor ladders with recipes, titles and cosmetics
- Daily and weekly contracts, bounties and a season ladder
- live web map
BlueMap integration
The world's structure is drawn on BlueMap, so the web map is a planning tool, not just a picture.
- Zone tiles in their colours, with tile and area names
- Server cities, roads, towns and kingdom borders
- Dungeon entrances, POIs and siege status
- Calamity layers: forecasts, Scars and Blight levels
- content engine
Custom items & mobs
Items, recipes, mobs, dungeons and quests are YAML, so content can be written without code. A generated resource pack carries the models, sounds and voice files.
- In-house custom item system with resource pack build and hosting
- A roster of 48 custom mobs in families, plus champions
- Ten bosses with phases, and world events
- Ten Hollowborn and four Heralds for the calamity
Four Aspects of the Hollow
Each wave is forecast with one Aspect, a Current turned inside out. The forecast tells crafters what to make and fighters what to wear.
- AshenFire
Herald: Cinderjaw
Fire-resist draughts, healers, plate
- DrownedWater
Herald: the Tidewidow
Cleanse potions, mobility, CC-reduction food
- HollowAir
Herald: the Hushking
Energy potions, cloth and magic resist
- ThornedEarth
Herald: the Bramblemother
Area weapons, armour food, bleed cures
Blight, tile by tile
A lost Scar leaves Blight. It spreads to neighbouring tiles every hour. The deeper it goes, the more dangerous and rewarding the tile, and the less the land gives back.
- L0Clean
- L1Tainted
- L2Blighted
- L3Festering
- L4Withered
- L5Hollowed
03 / Races & classes
Ten kindreds, fifteen orders
Pick a race and a class when you create a character. Both are permanent. Every pairing is allowed, and each account can hold several characters.
The seven-slot skill bar
In skill mode, hotbar keys 1 to 7 become seven skills. Race and class give four elemental skills; weapon and armour give the other three.
- Qkey 1
Race
Race skill in the race's primary element
- Ekey 2
Race
Race utility in the secondary element
- Rkey 3
Class
Class signature skill
- Tkey 4
Class
Class ultimate, built on charge
- Zkey 5
Weapon
Weapon strike, one of three
- Xkey 6
Weapon
Signature of the exact weapon held
- Ckey 7
Armour
One armour skill or weapon technique
The ten biome races
One race per kind of land, each with a primary and a secondary Current. Passives grow stronger on home ground, and switch off when that ground is Blighted, so every race has a reason to cleanse its homeland.
Plains
Galeward
On Aldara: Hidegate’s savanna, the Wheat Fields
AirFireRider, trader, hit-and-run skirmisher
- Q
- Gust Lance
- E
- Grassfire Run
Forest
Rootkin
On Aldara: The Western Wilds, the pines, the Elder Wood
EarthWaterGatherer, sustain fighter, off-healer
- Q
- Bramble Snare
- E
- Sapwell
Desert
Dunestrider
On Aldara: The Red, Painted and Dune deserts
FireAirMobile skirmisher, opener
- Q
- Scorch Dart
- E
- Dust Step
Snow
Frostvein
On Aldara: The ice cap
WaterAirControl caster, energy-rich mage
- Q
- Rime Spike
- E
- Whiteout
Mountains
Cragborn
On Aldara: Forgecross’s peaks, the central ridge, the Batholith
EarthFireTank, front line, miner
- Q
- Stonefist
- E
- Forge Heart
Swamp
Mirefolk
On Aldara: The Bayou around Weavemere
WaterEarthDamage over time, alchemist, area denial
- Q
- Bog Spit
- E
- Sinkhole
Jungle
Vinereach
On Aldara: The southern jungle isles
AirWaterAmbusher, assassin, hunter
- Q
- Canopy Leap
- E
- Mist Veil
Ocean
Tidesworn
On Aldara: Every coast, the Glassmere, the isles
WaterAirHealer, support, sea trader
- Q
- Tide Lash
- E
- Squall Call
Badlands
Ochrehide
On Aldara: Giant Canyon and the badlands
EarthFireCrafter, durable bruiser
- Q
- Mesa Slam
- E
- Kiln Skin
Volcanic / Nether
Cinderborn
On Aldara: The Calderas and the Hot Springs
FireEarthAggressive caster, burst damage
- Q
- Cinder Burst
- E
- Obsidian Shell
The fifteen classes
Each class is an order with a creed and a hall in one of the cities. It brings exclusive weapons, a signature skill on R and an ultimate on T.
Warden
Tank, anchorThe Keepstone Order
- R
- Bulwark Stone Earth
- T
- Citadel Earth
Berserker
Melee bruiser, lifestealThe Red Hearth
- R
- Blood Boil Fire
- T
- Red Mist Fire
Duelist
Single-target skirmisherThe Crosswind Salle
- R
- Zephyr Feint Air
- T
- Thousand Cuts Air
Shadowblade
Assassin, stealth burstThe Quiet Hand
- R
- Smoke Slip Air
- T
- Nightfall Water
Ranger
Sustained ranged damageThe Long Watch
- R
- Gale Arrow Air
- T
- Rain of the Hunt Water
Arbalist
Ranged burst, siegeThe Boltwrights' Company
- R
- Stonepiercer Earth
- T
- Bombardment Fire
Pyromancer
Area magic damageThe School of the Kept Flame
- R
- Flame Lash Fire
- T
- Cataclysm Fire
Cryomancer
Control mageThe Stillwater Cloister
- R
- Frost Bind Water
- T
- Deep Winter Water
Hexer
Damage over time, anti-healThe Black Tide Chapter
- R
- Black Tide Water
- T
- Blight Field Earth
Cleric
Burst healerThe Lantern Rite
- R
- Clear Spring Water
- T
- Ascension Fire
Druid
Healing over time, off-tankThe Rootbound Circle
- R
- Root Lattice Earth
- T
- Grove Awakening Earth
Warcaller
Group supportThe Banner-Singers
- R
- Gale Chorus Air
- T
- Anthem of War Air
Spellblade
Melee-magic hybridThe Sunsteel Lodge
- R
- Brand Edge Fire
- T
- Arcane Ascendance Air
Vanguard
Engage tank, diverThe First-Through
- R
- Ram Quake Earth
- T
- Juggernaut Rush Earth
Monk
Evasive skirmisherThe Order of the Turning River
- R
- Flowing Palm Water
- T
- Enlightenment Air
Skills that grow with use
Every skill levels from 1 to 100, and only from real use. Past each gate level it rolls to evolve into the next tier, with pity that guarantees it eventually. A skill never drops a tier.
from level 1
Common
x1.00
The skill as written
from level 20
Rare
x1.05
Its elemental status lasts longer
from level 40
Epic
x1.10
A new name and one extra mechanic
from level 60
Legendary
x1.16
Shorter cooldown, an extra modifier slot
from level 80
Mythic
x1.22
A second extra mechanic and unique visuals
04 / Architecture
One core, many jars
Kepler is a suite of Paper 1.21.4 plugins in Java 21. A single core owns shared data and services; every feature is an addon on top of it.
KeplerCore
kepler-core.jar / shared API
- Player data & SQLite
- Silver, fame & mastery
- Tiered item API
- Zones API
- GUI framework
- Map marker service
- Activity & quest events
- Calamity service hooks
Character
- KeplerCombatdrafted
Health, energy, weapon skills, CC, food and potions, mounts, duels
- KeplerProgressiondrafted
Destiny board, titles, collection log, leaderboards
- KeplerRacesin progress
The ten races, passives, race skills, racial track
- KeplerClassesin progress
The fifteen classes, class skills, talents
Economy
- KeplerItemsdrafted
Custom items, resource pack build and hosting, sounds
- KeplerGatheringdrafted
Resource nodes, tools, fishing, farming
- KeplerCraftingdrafted
Refining, crafting, stations, focus, quality, repair
- KeplerMarketdrafted
Order-book markets, banks, black market, travel, stalls
World & power
- KeplerZonesdrafted
Tile grid, zone colours, roads, cities, flagging, death rules
- KeplerMapdrafted
BlueMap layers for tiles, cities, roads, towns, dungeons
- KeplerTownsdrafted
Towns, claims, kingdoms, player-built facilities
- KeplerGuildsdrafted
Guilds, alliances, parties, guild bank, season ranking
- KeplerWardrafted
War declarations, sieges, city control, siege equipment
Adventure
- KeplerMobsnext
Custom mob engine, skills, bosses, world events
- KeplerDungeonsdrafted
Dungeons, quest rooms, POIs, hellgates
- KeplerDialoguedrafted
NPCs, branching conversations, voice lines
- KeplerQuestsdrafted
Quest engine, boards, journal, validator
- KeplerContractsdrafted
Contracts, bounties, achievements, season ladder
- KeplerCalamitynext
Waves, Scars, Blight, cleansing, Riftglass
05 / Roadmap
Where it stands
Kepler is not playable yet. This is the honest state of the build.
- 01Game designdone
Full specifications for every system, the calamity and the classes. The races, skills and characters rework was approved in October 2026.
- 02KeplerCoredone
The shared API every addon builds on, reviewed and patched after its QA pass.
- 03Addon draftsin progress
Most addons have a first draft. Races and classes are being rebuilt to the approved rework; mobs and calamity are next.
- 04Review & QAin progress
Code reviews per addon, then tester passes that hunt for item dupes, broken menus and edge cases.
- 05Loredone
The lore bible plus pages for the five cities, ten kindreds, fifteen orders, the factions and the calamity.
- 06Quest contentnext
The engine is drafted. Writing the quest lines and conversations, city by city, comes after the lore.
- 07Integration & live testlater
All plugins on one server, the cities built, a closed test with real players and real loot.
- 08Launchlater
No date yet. It opens when the test says it is ready, not before.


