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Floor Survival
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Floor Survival

Java mod listed for Minecraft 1.21. Downloads from the MC Java Mods app on Android.

⬇ Download on Spigot
FloorSurvival
Climb. Fight. Outlast.

A tower-survival minigame where you parkour up floors ahead of rising lava, then battle to be the last player standing — wrapped in offerings, relics, cosmetics, clans, ranked play, a battle pass, and a lot more.

★ 2.0.0 — "The Tower Overhaul" is out ★
The biggest release since launch: a rebuilt parkour engine, 9 map themes, hand-drawn art for all 68 offerings, interactive crates that ask you to make a decision, win streaks, mutator bidding, a reworked battle pass — and a lot of new owner-facing configuration. Full changelog in the Updates tab.

Still being polished: offering artwork is finished (68 hand-drawn icons with rarity variants and burn animations), but some menu layouts and the battle-pass artwork are still placeholders and will change in future updates. Everything is re-skinnable from config, so you don't have to wait for me — see Configuration.

Built & tested on Paper 1.21.11 • Java 21 • SQLite / MySQL / PostgreSQL • No hard dependencies
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What is FloorSurvival?

FloorSurvival is a round-based minigame. A group of players spawns at the bottom of a tall tower. Each "floor" has two parts:

  1. The Climb — a parkour course up to the next floor. There's no fighting here. Lava rises from below, so if you're too slow, you're out. Reach the hole in the ceiling and you're launched up to the next floor.
  2. The Fight — everyone loots chests for gear during a short grace period, then PvP switches on. Once enough players are knocked out, the survivors climb again.

This repeats floor after floor until one player is left standing — they win. Along the way you earn coins and XP, level up, complete challenges, unlock cosmetics, and climb the ranked ladder.

Think of it as "parkour battle-royale in a tower." Easy to understand in one round, with a huge amount of progression and customisation underneath for players who stick around.

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✨ Feature Wiki
Every feature explained from scratch. Click a section to expand it.

Spoiler: The Core Game — Climb & Fight
How a round works, step by step:
  • Lobby: Players gather. When enough have joined, a countdown starts. You can pick offerings and items before it begins (more on those below).
  • Climb phase: Parkour to the top of the floor. Three route difficulties are generated (Easy / Normal / Hard) — take whichever you can handle. You don't need to land perfectly in the exit hole — there's a "jump zone" underneath that flings you up, so just get close and underneath it.
  • Rising lava: Lava climbs the tower during the climb. Fall behind and it eliminates you. This is the pressure that keeps rounds moving.
  • Fight phase: A grace period (default 30s) lets everyone loot chests and gold "lucky blocks" for weapons, armour, food and potions. Then PvP turns on. When a set percentage of players are eliminated, the round ends and survivors climb the next floor.
  • Winning: Last player standing wins. Stats, coins and XP are awarded, and a victory celebration plays.
Teams mode is supported too — squad up, spawn together, and even buy a single revive while a teammate is still alive.

Spoiler: Offerings — game-changing modifiers
What they are: Offerings are special items you "burn" at an altar before/at the start of a game to bend the rules of that round. Think of them as mutators you choose.

Examples of what offerings do:
  • Loot Modifier — better chest loot
  • Parkour Time — more time on the climb
  • HP Modifier — extra health
  • Jump / Gravity — change your movement
  • Weapon Damage — hit harder
  • No Weapons / No Projectiles — restrict combat
  • Grace Period — longer looting window
  • Random Explosion, Mob Spawner, Potion Master, Supply Drop — chaos and surprises
There are 17 built-in offerings, each with its own icon and a little burn animation. The whole catalogue is configurable (values, rarity, icons). You collect offerings from crates, quests, the battle pass, and by trading with other players on the Market. Winning games while an offering is active feeds into quests and achievements.

Note: offering icons use a bundled resource pack the plugin auto-delivers (see Troubleshooting). Without it, they fall back to plain paper icons — the plugin still works perfectly.

Spoiler: ⚡ Relics — active abilities on a cooldown
What they are: Relics are equippable abilities you trigger mid-climb with a hotbar item (right-click). Each has a cooldown, shown as an animated bar in your action bar that fills back up as it recharges, plus your coin/XP gains.

The relics:
  • Feather Charm — a mid-air double jump
  • Dash — a quick forward burst
  • Grappling Hook — fling yourself toward where you're looking
  • Slow Fall — float safely down
  • Smoke Bomb — blind and slow nearby enemies
  • Decoy — drop a fake you to fool opponents
You unlock relics from kills, surviving, and crates (weighted by rarity), equip one at a time from Player Menu → Relics, and it's handed to you automatically when the climb starts. AI bots use relics too.

Spoiler: AI Bots — never play alone
Using Citizens (optional), the plugin can fill empty slots with AI bots so games start even when the server's quiet. Bots parkour the climb (with real jumps and relic use), loot, and fight each other and you in free-for-all. Difficulty is weighted (easy/normal/hard) and fully configurable. Great for testing and for small servers.

Spoiler: Cosmetics — pets, trails, win effects, titles, name styles
Pure vanity, no pay-to-win:
  • Pets — 12 companions that follow you at the right height with their own idle animations.
  • Trails — 21 particle-trail shapes (spirals, helixes, crowns, footprints…) for movement and projectiles, sorted by rarity.
  • Win Effects — choreographed 8–12 second victory shows (fireworks, lightning, aurora, galaxy, dragon, and more) that play when you win.
  • Titles — earned from achievements, shown by your name.
  • Name Styles — colour your chat name.
Everything is browsed and equipped from the Player Menu → Customize section.

Spoiler: Crates & Lootboxes
Ways to earn rewards:
  • Free Daily Crate Keys — claim keys every day for coins, XP, items, and a chance at offerings.
  • Rank Crates — grander crate animations and better rewards for premium ranks.
  • Lootboxes — and every one opens differently. Common is the classic conveyor spinner; Rare is a three-reel slot machine; Synthesis is a fusion spiral; Legendary is an interactive vault of 20 sealed tiles you pick from.
  • Crates that ask you to DECIDE — the Rare slot machine offers double-or-nothing on your win (a genuinely fair 50/50, not a trap), the Rare crate rolls three rewards and lets you keep two, the Legendary vault lets you keep your tile or push your luck up to three times, and Synthesis makes you pick one of three face-down catalysts that bias the odds before it runs.
  • Synthesis — merge/sacrifice common & rare offerings to boost your odds at better ones.
All reward pools and every gamble's odds are configurable. Whatever you do, a consumed crate pays out exactly once — closing the menu or disconnecting mid-decision banks your reward instead of eating it.

Spoiler: Progression — Levels, Battle Pass, Quests, Achievements, Daily Challenges
  • Levels & Coins: Everything you do earns coins (spendable) and XP (levels you up). Your level, coins and rank show at a glance in the Player Menu.
  • Battle Pass: A seasonal reward track laid out as two reward bands — gold premium on top, free below — with a tier spine between them showing every threshold and how far off you are. Claimable rewards blink until you take them. battlepass.yml gives you the whole thing: the tier list and rewards, where every element sits in the menu, and which art id each element uses.
  • Quests: Long-term goals grouped into pathways — e.g. "win X games with a given offering active." Configurable, and you can author your own quest chains.
  • Achievements: 97 milestones across 21 pathways (kills, wins, floors, coins, playtime, offering mastery, and more). The final tier of each pathway grants a Title. Every achievement is editable in a config file.
  • Daily Challenges: A set of rotating daily goals that reset at 00:00 GMT. There's an in-game Wiki button listing every challenge type, and server owners can fully control which challenges appear and their rewards.

Spoiler: Ranked, Divisions & Leaderboards
Competitive players get a rating that goes up when you win and down when you lose. Ratings map to Divisions — Bronze, Silver, Gold, Platinum, Diamond, Master (and you can add more tiers). Leaderboards track the top players in every category. Divisions, rating maths and starting values are all configurable.

Spoiler: Premium Ranks (LuckPerms-friendly)
Premium ranks are permission-based, so they work with LuckPerms (or any permission plugin) out of the box — just grant a rank's permission node and its perks cascade. Ranks can carry coin/XP multipliers, better crate tiers, a prefix, and more. You can create as many ranks as you want in a config file, or hand them out with /fs setrank with no permission plugin at all.

Spoiler: ⚔️ Clans / Guilds & Clan Wars
Players form clans and compete:
  • Clan Wars run as a weekly ladder plus a monthly championship.
  • The winning clan earns real benefits — x2 coins, x2 XP, a lobby join effect, and a Champion tag with a hologram spotlight.
  • Weekly rewards pay out a coin pot to members.
There's a companion Discord bot that can link accounts and sync clan/rank/division roles.

Spoiler: Market, Trading & Predictions
  • Market — a player-run auction house for offerings. List an offering for coins; others buy it. Anti-dupe by design (goods are escrowed the moment they're listed).
  • Trading — trade offerings directly with another player (or right-click them in the lobby). Both sides confirm; any change un-readies the trade.
  • Predictions — spectators can bet coins on who'll win a live game and get paid out from the pot.

Spoiler: Party & Party Challenges
Group up with friends to queue together, and take on a weekly co-op party challenge for a shared reward. Manage everything with /fs party and /fs partychallenge.

Spoiler: ️ Reporting System — bugs & cheaters
Players can report bugs and suspected cheaters entirely through a GUI or chat. Admins get a review page to resolve, dismiss, or teleport to reports, with optional Discord notifications. Perfect for a public test — testers can report issues without leaving the game.

Spoiler: ️ Weekly Mutators, Chaos Events & Web Spectator
  • Weekly Mutator — a rotating server-wide twist on the rules each week.
  • Bid on next week's mutator — players spend coins to weight the roll. Odds are your share of the whole pot and update live, a chronological ledger shows every bid as the war unfolds, and a countdown ticks down to the close (also available as a PlaceholderAPI placeholder for holograms and scoreboards).
  • Chaos Events — spectators (in-game or from the web spectator page) can spend coins to unleash harmless-but-disruptive events on a live game (fog, meteors, speed, supply drops…), on a cooldown.
  • Web Spectator — an optional built-in web page to watch games live.

Spoiler: ️ Procedural Map Generator
No building required to get started. The generator creates full themed tower worlds on command — hills, lakes, waterfalls, monuments, bridges, archways, pavilions, obelisks, secret vaults and more, across nine themes: Classic, Frost, Nether, Jungle, Desert, End, Ocean, Mushroom and Cherry. Journey mode climbs through eight of them in one tower, from a cherry-blossom base to a void summit. Each theme brings its own palette, terrain, flora, ambient particles and soundscape.

Parkour is generated fresh every climb: walkable staircases are pathfound through the floor's real geometry rather than drawn on a line, jump routes stitch together hand-designed patterns, and every route is validated against a real jump-reach model before it is placed. Maps pre-solve and store several validated route sets when they're created, so climbs rebuild a known-good route first time. Routes are built from each floor's own theme materials, and lit, so they read as part of the tower.

You can also scan and register your own hand-built towers. All from an in-game GUI or /fs creator.

Spoiler: Live 3D Web Spectator & Replays
What it is: FloorSurvival ships with a tiny built-in web server that lets anyone watch a game live in a browser — no mods, no client software, nothing to install.

Live spectating: open the page and you get a real-time 3D view of any active game — the tower's blocks, every player moving around, the parkour appearing as it generates, and the rising lava shown as a translucent plane. You fly a free camera anywhere around the model, like a drone.

Replays: every finished game is automatically saved as a replay. From the website's Replays section you can re-watch past matches later, each with a thumbnail and the map name. Old replays are pruned automatically once you hit your file limit.

Setup: it's in the spectator-web section of config.yml — enabled, port (default 8077), and bind-address (defaults to localhost). Replays live in plugins/FloorSurvival/replays/ with a configurable max-files. To let people outside your machine watch, change the bind address and open the port; you can also lock the page behind a shared token.

Spoiler: ⚗️ Synthesis — craft better offerings
What it is: Synthesis is a crafting/gambling system for your spare offerings. Instead of letting low-tier offerings pile up, you sacrifice common and rare ones to improve your odds on a special Synthesis lootbox.

How it works: open the Synthesis screen (from the Lootboxes menu), choose how many common/rare offerings to throw in, and pay a coin cost that scales with the amount. Each offering you sacrifice shifts the probability upward — commons nudge the odds toward better rarities, rares push them further. Then you spin the Synthesis lootbox with those boosted chances for a shot at an epic/legendary offering.

In short: turn a stack of offerings you don't need into a real chance at one you do. All the shift values and costs are configurable.

Spoiler: Win Streaks & Champion Podiums
Win streaks: finish in the top 3 and your streak grows; finish lower and it resets. The biggest streaks in a game glow through walls and trail a particle aura — you always know who the player to beat is, and so do they. Only the top few streaks are decorated (if everyone glowed, glowing would mean nothing), and bots never hold one or take a podium place that would break yours. Every effect is individually configurable and can be switched off.

Champion podiums: place an animated top-3 display anywhere in your lobby with /fs podium set <name> <stat> — the champion waves from a gold block, second claps, third bobs, each wearing the real player's head and a floating name + value. Place as many as you like, each showing a different leaderboard. The row can sit square to a wall or on a diagonal, and /fs podium rotate turns it.

Spoiler: ⚙️ Personal Display Settings
Not everyone wants every effect on screen. Players get their own settings menu to switch off, for themselves only, things like ambient particles and sounds, theme banners, the parkour guide trail, the launch beacon, win-streak auras and the action-bar HUD. Nobody else's view changes, and nothing gameplay-affecting can be toggled.

Spoiler: Integrations
Everything below is optional — the plugin has no hard dependencies:
  • PlaceholderAPI — placeholders like %floorsurvival_level%, _coins, _wins, _rating, _division, _map, _players_alive, clan placeholders, and the whole mutator-bidding round (_mutator_bid_closes_in, _pot, _favourite, per-mutator odds…). They work inside guis.yml too, so your menu text can pull in anything on your server.
  • LuckPerms / Vault — permission-driven ranks & perks.
  • Citizens — AI bots.
  • Nexo — custom item models for every GUI icon and offering.
  • WorldEdit / Multiverse-Core — schematic map regen & world management.
  • Discord — webhook announcements + a companion account-linking/role bot.
  • Hologram leaderboards — floating top-player displays.

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Quick Start (Server Owners)

  1. Requirements: a Paper server on 1.21+ (this build was tested on 1.21.11) and Java 21. Spigot is not recommended — the plugin uses Paper-only APIs.
  2. Drop FloorSurvival-2.0.0.jar into plugins/ and start the server once to generate the config files.
  3. Make a test map instantly: run /fs creator generate testmap 8 80 to build an 8-floor tower (size 80). Optionally add a theme: /fs creator generate testmap 8 80 frost.
  4. Set your lobby: stand where you want the main lobby and run /fs setmainlobby (and /fs setcratezone for the crate area).
  5. Play: /fs join opens the map picker. Not enough players? /fs bot fill adds AI bots (needs Citizens).
  6. (Optional) Offering artwork: the icons come from a small resource pack the plugin self-hosts. On a local test it just works; for a public server, set resource-pack.self-host-address to your server's IP/hostname and open the port (default 8123). See Troubleshooting.
  7. Edit anything in config.yml / messages.yml / etc., then /fs reload. Health check any time with /fs diag.

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⌨️ Commands

Main command: /floorsurvival (alias /fs).

Spoiler: Player commands (default: everyone)
  • /fs join [map] — join a game (opens a picker with no map name)
  • /fs leave / /fs lobby — leave / return to lobby
  • /fs stats — your stats screen
  • /fs top — leaderboards
  • /fs party ... — party system (invite/accept/leave)
  • /fs trade <player> / accept — trade offerings
  • /fs market — auction market (sell, listings)
  • /fs respawn — buy your team-mode revive
  • /fs mutator — this week's mutator
  • /fs partychallenge — weekly party challenge
  • /fs battlepass — battle pass tiers
  • /fs bet — spectator predictions
  • /fs lootbox, /fs offerings, /fs quests, /fs achievements, /fs daily — progression screens
  • /fs explain <topic> — in-game help

Spoiler: Admin commands (default: op)
  • /fs gui games — mission control: spectate/force-start/skip-phase/broadcast/end every active game
  • /fs gui editor — map editor (rename, icon, description, max players, enable, regenerate)
  • /fs start / skipcountdown / skipphase / endgame [map] — game flow
  • /fs creator ... — map creation: generate <name> <floors> <size> [theme], scan <name>, gui, guide
  • /fs bot add|remove|fill — AI bots
  • /fs setmainlobby, /fs setcratezone — lobby locations
  • /fs gift, /fs setcoins|setxp|setlevel|setoffering|setstat|setrank — player data
  • /fs offering gui|create|delete|reload — offering catalog admin
  • /fs marketworld ..., /fs podium ..., /fs editmode — market city, podiums, build bypass
  • /fs diag — plugin health check
  • /fs reload — reload configs, ranks/quests/achievements/challenges, messages, maps

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Permissions
Premium ranks register floorsurvival.rank.<id> (with floorsurvival.perk.<perk> children) dynamically from your ranks config — grant via LuckPerms and perks cascade.

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⚙️ Configuration

Everything lives in plugins/FloorSurvival/. Many files are self-documenting — entries appear as you use features, then you edit and /fs reload.
Databases: SQLite by default (zero setup), or MySQL / PostgreSQL if you prefer.

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️ Troubleshooting & Debugging

Spoiler: Offering icons show as plain paper / missing art
The offering artwork comes from a small resource pack the plugin auto-delivers over a built-in web server.
  • Check your console on startup for a line like Offering resource pack self-hosted at http://<ip>:8123/....
  • Accept the pack prompt when you join.
  • Public/online server? Set resource-pack.self-host-address in config.yml to an IP/hostname your players can reach, and open the port (default 8123) in your firewall. Auto-detect only guarantees a same-machine test client can connect.
  • The plugin works fine without the pack — icons just fall back to plain items.

Spoiler: No maps / "no maps available"
Generate one: /fs creator generate testmap 8 80 (name, floors, size). Then /fs join. Manage maps with /fs gui editor.

Spoiler: Games won't start / not enough players
Lower min-players in config.yml, or add bots with /fs bot fill (requires the Citizens plugin). Admins can force-start from /fs gui games or /fs start.

Spoiler: Bots don't spawn
Bots require Citizens. Install it, make sure bots.enabled is true in config.yml, and note bots only fill once a minimum number of real players is present (configurable).

Spoiler: Placeholders show as raw text
Install PlaceholderAPI and run /papi reload. The expansion registers automatically when PAPI is present.

Spoiler: The parkour looks too hard / floating
Regenerate the map ( /fs gui editor → Regenerate, or /fs creator generate again). The primary route is always a walkable staircase; remember you only need to get under the exit hole (the jump zone launches you up).

Spoiler: General health check
Run /fs diag for a plugin health report (hooks detected, DB status, config sanity). After editing any config, run /fs reload. If something looks off, check latest.log and include it when reporting.

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Tips

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Please help me test!

2.0.0 is a big release and I want your honest feedback:
Drop a comment in the discussion thread, leave a review, or use the in-game report system. Thank you for testing FloorSurvival!

FloorSurvival 2.0.0 "The Tower Overhaul" • Paper 1.21.11 • Java 21​

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Screenshots
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Commands

Plugin details

Read from the plugin's own plugin.yml.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

Floor Survival is a free Minecraft Java mod. Compatible with Minecraft 1.21. Downloaded 20 times (via Spigot). Download it and open it directly in the game.

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