1. Mobs spawn
Every plot has a tower. The sky room at the top spawns whatever mobs you have unlocked, they drop through the collector into a glass shaft, and the shaft empties into the kill chamber.
Elevated Pixels
A blocky mob grinder. Build the tower, drop the mobs, swing through the gap, and spend everything it earns on a bigger tower.
The loop
Four steps, running whether you are watching or not. Everything else in the game is a way of making one of these four steps faster.
Every plot has a tower. The sky room at the top spawns whatever mobs you have unlocked, they drop through the collector into a glass shaft, and the shaft empties into the kill chamber.
The chamber leaves a 1.5 stud gap at floor level. Stand outside it and swing: a sword hits four mobs at two swings a second, an axe hits three for half again the damage. Golems on either side hit through the side gaps for you.
Kills give XP, which unlocks new mobs and raises your level, and they drop loot for you to collect. Hoppers behind the front glass pull the loot into your bag, and auto sell empties the bag into cash on a timer.
Roughly a third of kills also drop a diamond. Diamonds are the currency for every chest on your plot, and chests are where the gear comes from.
Progression
Cash goes into five tracks at the crafting table by your plot gate. Floor is the one that changes the shape of the building; the rest quietly remove the parts of the job you were doing by hand.
The big one. Ten levels, each adding a storey to the tower, more spawners and a higher mob cap. Every floor also spawns mobs half again as fast, so floor 10 runs at five and a half times the base rate.
Spawn speed, luck, drop rate and bag size all on one track. The cheap way to make a small farm feel busy.
Wedge spikes on the chamber floor that hurt mobs as they land. Mobs killed by the fall still drop their loot, and their XP goes to the plot's owner.
Hoppers inside the front glass. Loot settles, then gets sucked into your bag without you walking over it.
The bag sells itself on an interval. With the Instant Hopper pass the pickup and the sale both become instant, and the farm runs itself while you are shopping.
The roster
Kills pay XP, XP raises your level, and levels unlock the next mob on the ladder. A harder mob has more health but pays more of everything, so the farm's throughput is a trade against how fast you can actually kill what is in the chamber.
tower floors, each one raising spawn rate and the mob cap together
worlds, each with its own mob roster and its own unlock ladder from zero
levels on every weapon and pet you use, four percent stronger each level
Potions drop as you farm and give timed boosts: luck, strength, swiftness, fortune and enchanting, with stronger and extended bottles further in. Drinking a second bottle of the same kind pools the time under the stronger one rather than wasting it. Events like the Blood Moon change the rules for a while, and visitors are welcome to help kill your mobs; they earn the XP, you keep the loot.
Chests
Four stands sit along the fence at the front of your plot, one for each kind of gear. Every chest rolls a random item on the same ten-rung rarity ladder, and every chest shows you its odds before you buy.
Weapon Chests at the Sword Statue roll one of ten tiers, from Wood up to Netherite, as either a sword or an axe, with up to eleven enchantments on it. Every weapon is built pixel by pixel, so the axe in your hand looks exactly like the one on the card.
Pet Chests at the Pet Stand roll from thirty pets, every one a little block from dirt to a dragon egg, with wings and a face. Each boosts one stat: damage, cash, luck, drops or XP. Three hover behind you at once, five with the pet slots pass.
Seven sets, Leather to Netherite, four pieces each, worn as real parts on your character. Armour points cut the damage hub mobs and raiders do to you, a full set pays a bonus, and four armour enchantments add thorns, regeneration and extra hearts.
A shield goes in your off hand and a bow or crossbow goes in the bow slot. Tap the slot to draw: the sword goes away, the bow comes up, and arrows fly at whatever you are aiming at. Shields block a slice of incoming damage and can reflect a bite back at the mob that made it.
Your stuff
Press I. Your avatar with four armour slots down the left, the weapon in your hand and the pets you have out on the right, then a grid of everything else.
Filter by loot, weapons, armour, pets, side arms or potions. Sort by rarity, newest, name or value. One button equips the best of everything you own; another sells the whole loot pile. Weapons and pets draw their real model in the slot, armour draws its item icon.
Hover anything for its stats: damage, swing rate, how many mobs it hits, every enchantment and what it sells for. The line above the grid keeps a running total of your armour points, the percentage of damage they take off, and whether your set is complete.
Beyond the plot
The farm is the engine. These are the reasons to leave it running and walk off.
A ring of plots around a plaza with a Warden centrepiece, the Robux stall, three leaderboards and a raid portal. Wild mobs roam between the plots and will actually hunt you: they wind up, hop and bite. The plaza and every plot square are safe zones, and the plaza wears a force field dome to prove it.
The same ring of plots, five hundred studs straight down, recoloured in netherrack and lit by lava falls pouring off the roof. Seventeen Nether mobs on their own unlock ladder, three times the spawn rate, twice the mob cap and wild mobs that bite two and a half times as hard. You need one rebirth to walk through the portal.
The portal on the plaza drops everybody into one shared village. Pillagers, witches and ravagers path in through two gates and go for the bell in the middle; the bell is the village's health bar. Hold a wave and everyone inside gets paid in cash and diamonds. Every pet you had out joins you as an iron golem skinned in its own block, and they charge anything that gets near the bell.
A dragon egg sits on a pedestal in the back corner of your plot. At level 50 and enough money in the bank you can smash it: cash, XP, farm upgrades and hired golems go back to nothing, but weapons, armour, pets, diamonds and passes all stay, and damage, cash and XP double permanently. The bar rises each time, and the Nether opens on the first one.
Walk through a gate, pick up a sword and start swinging. Then come and argue about the balance with the rest of us.