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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.

Kepler zones on the Aldara map: about 20,000 by 20,000 blocks and five city pockets (v2 draft)A draft drawn from Kepler's own zone mask of 64-block cells; coordinates are still being verified in game. Zone borders follow the land: coastlines, ridges, rivers and biome edges. Aldara is a continent in an open sea. Its north is an ice cap, black Rim. Forgecross sits in a pine valley under the snowy peaks of the north-west and Timberwatch in the northern pine wood. Quarrystone is in the centre at the foot of the central ridge, with the Glassmere bay opening east beyond it. Weavemere is on the bayou shore of the south-west and Hidegate in the south-east, where savanna meets the red deserts and the canyon. Each city has a safe pocket of blue Hearth and yellow Marches; red ground rings every pocket, and black seams run between neighbouring cities, so every road between two cities crosses red and black. The outer coasts, the southern jungle isles and the Shattered Isles in the south-west are black frontier. Land splits about 32 percent safe, 34 percent red and 34 percent black. Water keeps the zone of its coast and is drawn paler. Eight roads join the cities: four spokes from Quarrystone and four ring roads. Roads are protected only on blue and yellow ground, drawn solid, up to the Ward Posts; on red and black ground they are unprotected and drawn dashed. The Crownfall, the Mere Gap and the Ochre Narrows are three of the named black stretches the roads cross.The Ice CapThe GlassmereThe BayouDeserts & canyonJungle IslesMere GapOchre NarrowsCrownfallForgecrossTimberwatchQuarrystoneWeavemereHidegate
  • 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

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.

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.

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

  1. 01

    Gather

    Ore, wood, fibre, hide, stone and fish, with tiered tools. Richer nodes sit in riskier tiles.

  2. 02

    Refine

    Bars, planks, cloth, leather and blocks at city stations. Each city refines one thing best.

  3. 03

    Craft

    Gear, tools, food and potions, with a quality roll from Normal to Masterpiece.

  4. 04

    Trade

    Order-book markets in every city. Prices differ, so hauling goods pays.

  5. 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

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.

  1. L0Clean
  2. L1Tainted
  3. L2Blighted
  4. L3Festering
  5. L4Withered
  6. 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.

  1. Qkey 1

    Race

    Race skill in the race's primary element

  2. Ekey 2

    Race

    Race utility in the secondary element

  3. Rkey 3

    Class

    Class signature skill

  4. Tkey 4

    Class

    Class ultimate, built on charge

  5. Zkey 5

    Weapon

    Weapon strike, one of three

  6. Xkey 6

    Weapon

    Signature of the exact weapon held

  7. 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.

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.

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.

  1. from level 1

    Common

    x1.00

    The skill as written

  2. from level 20

    Rare

    x1.05

    Its elemental status lasts longer

  3. from level 40

    Epic

    x1.10

    A new name and one extra mechanic

  4. from level 60

    Legendary

    x1.16

    Shorter cooldown, an extra modifier slot

  5. from level 80

    Mythic

    x1.22

    A second extra mechanic and unique visuals

See all 149 skills at every stage in the wiki →

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

One core plugin and 19 addons, each its own jar and its own repository. Addons talk to the core API and to each other only through its services and events, so any addon can be built, tested and shipped on its own.

05 / Roadmap

Where it stands

Kepler is not playable yet. This is the honest state of the build.

  1. 01
    Game designdone

    Full specifications for every system, the calamity and the classes. The races, skills and characters rework was approved in October 2026.

  2. 02
    KeplerCoredone

    The shared API every addon builds on, reviewed and patched after its QA pass.

  3. 03
    Addon draftsin progress

    Most addons have a first draft. Races and classes are being rebuilt to the approved rework; mobs and calamity are next.

  4. 04
    Review & QAin progress

    Code reviews per addon, then tester passes that hunt for item dupes, broken menus and edge cases.

  5. 05
    Loredone

    The lore bible plus pages for the five cities, ten kindreds, fifteen orders, the factions and the calamity.

  6. 06
    Quest contentnext

    The engine is drafted. Writing the quest lines and conversations, city by city, comes after the lore.

  7. 07
    Integration & live testlater

    All plugins on one server, the cities built, a closed test with real players and real loot.

  8. 08
    Launchlater

    No date yet. It opens when the test says it is ready, not before.