XP System: Difference between revisions
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Voxyl Network awards XP after every game with the message <code>You have gained NXP from this game!</code>, together with a stat breakdown (<code>+N kills</code>, <code>+N beds</code>, <code>+N finals</code>) and a guild XP line (<code>+ N GXP</code>). If you leave before the game ends, the payout is delivered in the lobby as <code>You have gained NXP from a previous game!</code> instead. | Voxyl Network awards XP after every game with the message <code>You have gained NXP from this game!</code>, together with a stat breakdown (<code>+N kills</code>, <code>+N beds</code>, <code>+N finals</code>) and a guild XP line (<code>+ N GXP</code>). If you leave before the game ends, the payout is delivered in the lobby as <code>You have gained NXP from a previous game!</code> instead. | ||
Formulas on this page were determined empirically and were accurate as of July 2026. Some formulas changed between the 2023-2025 era and the 2026 era; where they differ, both are given. | |||
== General structure == | == General structure == | ||
| Line 20: | Line 20: | ||
=== Block Sumo === | === Block Sumo === | ||
Current (2026) | Current (2026) [[Block Sumo]] formula: | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 30: | Line 30: | ||
|} | |} | ||
<code>kills</code> is your scoreboard kill count (same as the <code>+N kills</code> breakdown). Since finals count as kills too, a final kill is worth 8 + 2 = 10 XP. <code>players</code> is the number of players the game started with | <code>kills</code> is your scoreboard kill count (same as the <code>+N kills</code> breakdown). Since finals count as kills too, a final kill is worth 8 + 2 = 10 XP. <code>players</code> is the number of players the game started with. Games shorter than about 45 seconds pay reduced XP (see [[#Short game ramp|Short game ramp]]); a forfeit at 0 seconds pays 0 XP. | ||
The formula was different in the 2023-2025 era | The formula was different in the 2023-2025 era: | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 42: | Line 42: | ||
|} | |} | ||
In that era, only the base term ramped with game length (full value at 60 seconds); kills always paid their flat 5 XP even in a seconds-old game, and there was no separate finals bonus. Free-for-all payouts in that era depended on finish placement, not just win or loss, and were not fully resolved. The | In that era, only the base term ramped with game length (full value at 60 seconds); kills always paid their flat 5 XP even in a seconds-old game, and there was no separate finals bonus. Free-for-all payouts in that era depended on finish placement, not just win or loss, and were not fully resolved. The change was unannounced and coincided with the 2025-06-30 update. | ||
In the current formula, eliminated players either receive the full loss base (2 × players + 10) or none of it (paying only 8 × kills + 2 × finals), in a binary fashion | In the current formula, eliminated players either receive the full loss base (2 × players + 10) or none of it (paying only 8 × kills + 2 × finals), in a binary fashion; the exact trigger is unknown (possibly finish placement, or leaving before the game ends). | ||
=== Duels: Bow Fight, Flat Fight, Pearl Fight, Stick Fight === | === Duels: Bow Fight, Flat Fight, Pearl Fight, Stick Fight === | ||
All four share one | All four [[Duels|duel modes]] ([[Bow Fight]], [[Flat Fight]], [[Pearl Fight]], [[Stick Fight]]) share one formula, stable from 2023 through 2026: | ||
<pre>XP = round((20 + 5 * kills + 30 * win) * min(1, duration / 60))</pre> | <pre>XP = round((20 + 5 * kills + 30 * win) * min(1, duration / 60))</pre> | ||
| Line 54: | Line 54: | ||
<code>kills</code> counts every hit that takes a life, including the finishing blow; there is no separate finals bonus in these modes. The whole payout scales linearly with game length and reaches full value at exactly 60 seconds. | <code>kills</code> counts every hit that takes a life, including the finishing blow; there is no separate finals bonus in these modes. The whole payout scales linearly with game length and reaches full value at exactly 60 seconds. | ||
Some games pay a +35 win bonus instead of +30; the trigger is not identified. | |||
=== Obstacles === | === Obstacles === | ||
[[Obstacles]] is a race across 10 procedurally generated obstacles. XP is purely time based: | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 65: | Line 65: | ||
| Win || floor(completion seconds × 5/6), capped at 100 | | Win || floor(completion seconds × 5/6), capped at 100 | ||
|- | |- | ||
| Loss || floor(game seconds / 4), | | Loss || floor(game seconds / 4), cap around 30 | ||
|} | |} | ||
The win formula matched all 17 completed races exactly, using the <code>Total time was M:SS.mmm</code> value the server prints at game end. Finishing faster gives less XP, but a sub-60-second finish unlocks the Speed Demon achievement (5,000 XP), which dwarfs the difference. | The win formula matched all 17 completed races exactly, using the <code>Total time was M:SS.mmm</code> value the server prints at game end. Finishing faster gives less XP, but a sub-60-second finish unlocks the Speed Demon achievement (5,000 XP), which dwarfs the difference. | ||
Separate from game XP, individual parkour techniques award small one-time XP (<code>Gained NXP from beating this technique!</code>, | Separate from game XP, individual parkour techniques award small one-time XP (<code>Gained NXP from beating this technique!</code>, typically 2 to 7 XP). | ||
=== Bed Bridge Fight === | === Bed Bridge Fight === | ||
XP is dominated by game duration, with the per-second rate depending on the outcome category. Within a category the fit is tight (residuals under 2 XP); a single additive formula does not exist. | In [[Bed Bridge Fight]], XP is dominated by game duration, with the per-second rate depending on the outcome category. Within a category the fit is tight (residuals under 2 XP); a single additive formula does not exist. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Category !! XP | ! Category !! XP | ||
|- | |- | ||
| Loss, no bed or final || about 0.14 × seconds + 2 to 4 | | Loss, no bed or final || about 0.14 × seconds + 2 to 4 | ||
|- | |- | ||
| Loss with a bed broken || about 0.14 × seconds + 17 | | Loss with a bed broken || about 0.14 × seconds + 17 | ||
|- | |- | ||
| Win without bed or final || about 0.10 × seconds + 5 | | Win without bed or final || about 0.10 × seconds + 5 | ||
|- | |- | ||
| Win with bed, no final || about 0.19 × seconds + 30 | | Win with bed, no final || about 0.19 × seconds + 30 | ||
|- | |- | ||
| Win with bed and final kill || about 0.55 × seconds + 41 | | Win with bed and final kill || about 0.55 × seconds + 41 | ||
|} | |} | ||
'''Hard cap: 126 XP''' (GXP caps at 42 accordingly). The | '''Hard cap: 126 XP''' (GXP caps at 42 accordingly). The cap engages from about 154 seconds. The formula was stable from 2023 through 2026. | ||
Void Fight wins follow the | [[Void Fight]] wins follow the win formula, including the 126 cap, and [[Ground Fight]] is consistent with it too (limited data). Void Fight losses do not match the Bed Bridge Fight loss baseline (it has continuous respawns, so the structure differs). | ||
=== Bedwars === | === Bedwars === | ||
[[Bedwars]] payouts are noisier, since chat logs do not expose resources or team dynamics. Best fits: | |||
* '''Win with bed and final''' (1v1): about 0.5 × seconds + 4.2 × kills + 40. The per-kill value of 4.2 is confirmed across both eras. | * '''Win with bed and final''' (1v1): about 0.5 × seconds + 4.2 × kills + 40. The per-kill value of 4.2 is confirmed across both eras. | ||
* '''Loss without bed credit''' (1v1): about 1.36 × kills + 0.16 × seconds, capped around 30 XP. | * '''Loss without bed credit''' (1v1): about 1.36 × kills + 0.16 × seconds, capped around 30 XP. | ||
* The cap on wins is not flat: | * The cap on wins is not flat: the cap appears to be roughly min(135, 124 + 3 × kills) for 1v1 (provisional). | ||
* '''Being final killed does not void your bed credit.''' Losses where you broke a bed and were then eliminated still paid 45 to 93 XP. The ~30 XP ceiling applies to losses where no bed credit was ever earned. | * '''Being final killed does not void your bed credit.''' Losses where you broke a bed and were then eliminated still paid 45 to 93 XP. The ~30 XP ceiling applies to losses where no bed credit was ever earned. | ||
* Larger games raise the total XP ceiling: 1v1 | * Larger games raise the total XP ceiling: 1v1 caps at 135, while larger games reach 180. Per-kill value in bigger teams appears lower but is not cleanly quantified. | ||
=== Beta Block Sumo === | === Beta Block Sumo === | ||
From 2023 through at least September 2025 | From 2023 through at least September 2025, [[Beta Block Sumo]] paid exactly the duels formula, with one twist: the win bonus is credited if you '''or your queue partner''' is the last one standing. Players queue into the free-for-all in pairs, combat is still full free-for-all (partners can hit each other), but the +30 win bonus follows the pair, not the individual. With that crediting rule, the formula is identical to the duels formula above, including the 60-second ramp. | ||
The 2026 era changed this mode: XP now accrues at about 0.42 per second (with roughly +5 for a win at 0 kills) and kills are worth far more (about 30 to 40 XP each in long games). The exact current formula is | The 2026 era changed this mode: XP now accrues at about 0.42 per second (with roughly +5 for a win at 0 kills) and kills are worth far more (about 30 to 40 XP each in long games). The exact current formula is not yet known. | ||
=== Other modes === | === Other modes === | ||
| Line 117: | Line 117: | ||
! Mode !! What is known | ! Mode !! What is known | ||
|- | |- | ||
| Void Fight || Wins match the Bed Bridge Fight win formula, including the 126 XP cap. Losses do not match the Bed Bridge Fight loss baseline (Void Fight has continuous respawns, so the structure differs). | | [[Void Fight]] || Wins match the [[Bed Bridge Fight]] win formula, including the 126 XP cap. Losses do not match the Bed Bridge Fight loss baseline (Void Fight has continuous respawns, so the structure differs). | ||
|- | |- | ||
| Ground Fight || | | [[Ground Fight]] || Appears to follow the [[Bed Bridge Fight]] win formula; unconfirmed. | ||
|- | |- | ||
| Ladder Fight || Bed based like Bedwars, with separate kills, beds, and finals breakdowns. | | [[Ladder Fight]] || Bed based like [[Bedwars]], with separate kills, beds, and finals breakdowns. Shares the 126 XP cap with Bed Bridge Fight. | ||
|- | |- | ||
| Bed Rush || | | [[Bed Rush]] || Formula not yet known. | ||
|- | |- | ||
| Party Games || Pays game XP | | [[Party Games]] || Pays game XP plus the separate per-round star system (3/2/1 stars by placement, unrelated to account XP). | ||
|- | |- | ||
| Autobox || Introduced as the "Wall Brawl" prototype in the 2025-06-30 update and renamed Autobox on 2025-12-26 | | [[Autobox]] || Introduced as the "Wall Brawl" prototype in the 2025-06-30 update and renamed Autobox on 2025-12-26. | ||
|} | |} | ||
| Line 138: | Line 138: | ||
* '''Duels (all eras) and 2023-2025 Beta Block Sumo''': the entire payout scales by min(1, duration / 60). | * '''Duels (all eras) and 2023-2025 Beta Block Sumo''': the entire payout scales by min(1, duration / 60). | ||
* '''2023-2025 Block Sumo''': only the base term scales by min(1, duration / 60); kills always pay in full, even in a seconds-old game. | * '''2023-2025 Block Sumo''': only the base term scales by min(1, duration / 60); kills always pay in full, even in a seconds-old game. | ||
* '''2026 Block Sumo''': reduced XP | * '''2026 Block Sumo''': reduced XP below about 45 seconds, but the exact curve is unresolved (the reduction is not a pure function of duration; it may share the base-only structure of the older formula). | ||
== Boosters and multipliers == | == Boosters and multipliers == | ||
XP boosters were introduced in the "3 Million Unique Logins" update on 2025-06-30 (they do not exist in any earlier logs). They multiply the displayed game XP | XP boosters were introduced in the "3 Million Unique Logins" update on 2025-06-30 (they do not exist in any earlier logs). They multiply the displayed game XP (for example 2.5x), while GXP stays at floor(base XP / 3): '''GXP is computed before the booster is applied'''. Boosters are a stackable inventory item, can be rolled as a quest reward, and do not apply to quest rewards themselves. | ||
== GXP (Guild XP) == | == GXP (Guild XP) == | ||
| Line 150: | Line 150: | ||
<pre>GXP = floor(base game XP / 3)</pre> | <pre>GXP = floor(base game XP / 3)</pre> | ||
Quest and achievement XP does not generate any GXP, though quests can roll direct GXP as a reward type since the 2025-06-30 update. | |||
== Quests and achievements == | == Quests and achievements == | ||
Standalone <code>You have gained NXP</code> messages (no "from this game") are quest and achievement reward claims. Rewards queue up when earned (the unclaimed queue caps at 5) and are paid out when claimed, either by visiting the Quest Master NPC in the lobby or through the stat menu. | Standalone <code>You have gained NXP</code> messages (no "from this game") are quest and achievement reward claims. Rewards queue up when earned (the unclaimed queue caps at 5) and are paid out when claimed, either by visiting the Quest Master NPC in the lobby or through the stat menu. Quest payouts range from 150 to 5,000 XP, with fixed per-quest values (common ones: 150, 240, 600, 1600, 1800, 2700, 4000). | ||
Quests existed since at least 2023 with 22 quest types. The 2025-06-30 update expanded the pool to 61 daily/weekly types plus three higher-level quest slot tiers with dedicated pools (spicy, gold, rusty), and added 13 quest-related achievements. | Quests existed since at least 2023 with 22 quest types. The 2025-06-30 update expanded the pool to 61 daily/weekly types plus three higher-level quest slot tiers with dedicated pools (spicy, gold, rusty), and added 13 quest-related achievements. Quest names include dailies (First Play of the Day, First Win of the Day, Winner, Hunter, Head Hunter, Duels Player/Winner/Killer, Arcade Gamer/Winner, TNT Run, TNT Tag, One More Game!, Painsomnia, Build Battle Player/Winner) and weeklies (Bed Removal Co., Double Up, Duels Weekly Kills, TNT Run, TNT Tag). | ||
Confirmed achievement rewards: | Confirmed achievement rewards: | ||
| Line 202: | Line 202: | ||
== History of changes == | == History of changes == | ||
Formula changes were not announced in the development changelog; their dates are approximate. | |||
* '''2020-10-06''': leveling system introduced ("levels similar to bedwars" with prestiges), XP awarded from kills, beds, and finals, <code>/level</code> command added. Techniques also began giving XP. | * '''2020-10-06''': leveling system introduced ("levels similar to bedwars" with prestiges), XP awarded from kills, beds, and finals, <code>/level</code> command added. Techniques also began giving XP. | ||
| Line 213: | Line 213: | ||
* '''2023-04-22''': end-of-game stats now credited even if you already left (the "from a previous game" lobby message). | * '''2023-04-22''': end-of-game stats now credited even if you already left (the "from a previous game" lobby message). | ||
* '''2023-09-27''': star prestige achievements stopped granting account XP ("this prevents missing that level"). | * '''2023-09-27''': star prestige achievements stopped granting account XP ("this prevents missing that level"). | ||
* '''2025-06-30''' ("3 Million Unique Logins" update): XP boosters introduced; quest pool expanded from 22 to 61 types plus spicy/gold/rusty slot tiers; quests can now reward GXP or boosters directly. The Block Sumo formula change (from the time-ramped 5-XP-per-kill formula to the current 8-XP-per-kill formula with player count and finals bonuses) also dates to this | * '''2025-06-30''' ("3 Million Unique Logins" update): XP boosters introduced; quest pool expanded from 22 to 61 types plus spicy/gold/rusty slot tiers; quests can now reward GXP or boosters directly. The Block Sumo formula change (from the time-ramped 5-XP-per-kill formula to the current 8-XP-per-kill formula with player count and finals bonuses) also dates to this update, unannounced. | ||
* ''' | * '''Late 2025 or early 2026''': Beta Block Sumo moved from the duels formula to a per-second accrual model, unannounced. | ||
== Open questions == | == Open questions == | ||
| Line 223: | Line 223: | ||
* Bedwars team formulas (2v2 and larger) and the kill-dependent win cap | * Bedwars team formulas (2v2 and larger) and the kill-dependent win cap | ||
* The sub-mode paying a +35 win bonus in duels | * The sub-mode paying a +35 win bonus in duels | ||
{{ModeNav}} | |||
Latest revision as of 11:39, 15 July 2026
Voxyl Network awards XP after every game with the message You have gained NXP from this game!, together with a stat breakdown (+N kills, +N beds, +N finals) and a guild XP line (+ N GXP). If you leave before the game ends, the payout is delivered in the lobby as You have gained NXP from a previous game! instead.
Formulas on this page were determined empirically and were accurate as of July 2026. Some formulas changed between the 2023-2025 era and the 2026 era; where they differ, both are given.
General structure[edit]
Game XP is built from per-mode formulas over these inputs:
- Kills (the
+N killsbreakdown value) - Final kills (eliminating a player's last life, or the final kill in bed modes)
- Beds broken
- Win or loss
- Player count in the game (Block Sumo)
- Time played, in two roles: some modes pay per second directly, and all modes reduce XP for very short games (a ramp that reaches full payout around 45 to 65 seconds depending on the mode)
Deaths, win streaks, and party membership do not affect XP.
Per-mode formulas[edit]
Block Sumo[edit]
Current (2026) Block Sumo formula:
| Outcome | XP |
|---|---|
| Win | 8 × kills + 10 × players + 2 × finals + 40 |
| Loss | 8 × kills + 2 × players + 2 × finals + 10 |
kills is your scoreboard kill count (same as the +N kills breakdown). Since finals count as kills too, a final kill is worth 8 + 2 = 10 XP. players is the number of players the game started with. Games shorter than about 45 seconds pay reduced XP (see Short game ramp); a forfeit at 0 seconds pays 0 XP.
The formula was different in the 2023-2025 era:
| Outcome | XP (2023-2025, 1v1) |
|---|---|
| Win | floor(50 × min(duration, 60) / 60) + 5 × kills |
| Loss | floor(20 × min(duration, 60) / 60) + 5 × kills |
In that era, only the base term ramped with game length (full value at 60 seconds); kills always paid their flat 5 XP even in a seconds-old game, and there was no separate finals bonus. Free-for-all payouts in that era depended on finish placement, not just win or loss, and were not fully resolved. The change was unannounced and coincided with the 2025-06-30 update.
In the current formula, eliminated players either receive the full loss base (2 × players + 10) or none of it (paying only 8 × kills + 2 × finals), in a binary fashion; the exact trigger is unknown (possibly finish placement, or leaving before the game ends).
Duels: Bow Fight, Flat Fight, Pearl Fight, Stick Fight[edit]
All four duel modes (Bow Fight, Flat Fight, Pearl Fight, Stick Fight) share one formula, stable from 2023 through 2026:
XP = round((20 + 5 * kills + 30 * win) * min(1, duration / 60))
kills counts every hit that takes a life, including the finishing blow; there is no separate finals bonus in these modes. The whole payout scales linearly with game length and reaches full value at exactly 60 seconds.
Some games pay a +35 win bonus instead of +30; the trigger is not identified.
Obstacles[edit]
Obstacles is a race across 10 procedurally generated obstacles. XP is purely time based:
| Outcome | XP |
|---|---|
| Win | floor(completion seconds × 5/6), capped at 100 |
| Loss | floor(game seconds / 4), cap around 30 |
The win formula matched all 17 completed races exactly, using the Total time was M:SS.mmm value the server prints at game end. Finishing faster gives less XP, but a sub-60-second finish unlocks the Speed Demon achievement (5,000 XP), which dwarfs the difference.
Separate from game XP, individual parkour techniques award small one-time XP (Gained NXP from beating this technique!, typically 2 to 7 XP).
Bed Bridge Fight[edit]
In Bed Bridge Fight, XP is dominated by game duration, with the per-second rate depending on the outcome category. Within a category the fit is tight (residuals under 2 XP); a single additive formula does not exist.
| Category | XP |
|---|---|
| Loss, no bed or final | about 0.14 × seconds + 2 to 4 |
| Loss with a bed broken | about 0.14 × seconds + 17 |
| Win without bed or final | about 0.10 × seconds + 5 |
| Win with bed, no final | about 0.19 × seconds + 30 |
| Win with bed and final kill | about 0.55 × seconds + 41 |
Hard cap: 126 XP (GXP caps at 42 accordingly). The cap engages from about 154 seconds. The formula was stable from 2023 through 2026.
Void Fight wins follow the win formula, including the 126 cap, and Ground Fight is consistent with it too (limited data). Void Fight losses do not match the Bed Bridge Fight loss baseline (it has continuous respawns, so the structure differs).
Bedwars[edit]
Bedwars payouts are noisier, since chat logs do not expose resources or team dynamics. Best fits:
- Win with bed and final (1v1): about 0.5 × seconds + 4.2 × kills + 40. The per-kill value of 4.2 is confirmed across both eras.
- Loss without bed credit (1v1): about 1.36 × kills + 0.16 × seconds, capped around 30 XP.
- The cap on wins is not flat: the cap appears to be roughly min(135, 124 + 3 × kills) for 1v1 (provisional).
- Being final killed does not void your bed credit. Losses where you broke a bed and were then eliminated still paid 45 to 93 XP. The ~30 XP ceiling applies to losses where no bed credit was ever earned.
- Larger games raise the total XP ceiling: 1v1 caps at 135, while larger games reach 180. Per-kill value in bigger teams appears lower but is not cleanly quantified.
Beta Block Sumo[edit]
From 2023 through at least September 2025, Beta Block Sumo paid exactly the duels formula, with one twist: the win bonus is credited if you or your queue partner is the last one standing. Players queue into the free-for-all in pairs, combat is still full free-for-all (partners can hit each other), but the +30 win bonus follows the pair, not the individual. With that crediting rule, the formula is identical to the duels formula above, including the 60-second ramp.
The 2026 era changed this mode: XP now accrues at about 0.42 per second (with roughly +5 for a win at 0 kills) and kills are worth far more (about 30 to 40 XP each in long games). The exact current formula is not yet known.
Other modes[edit]
Limited data, so treat these as provisional:
| Mode | What is known |
|---|---|
| Void Fight | Wins match the Bed Bridge Fight win formula, including the 126 XP cap. Losses do not match the Bed Bridge Fight loss baseline (Void Fight has continuous respawns, so the structure differs). |
| Ground Fight | Appears to follow the Bed Bridge Fight win formula; unconfirmed. |
| Ladder Fight | Bed based like Bedwars, with separate kills, beds, and finals breakdowns. Shares the 126 XP cap with Bed Bridge Fight. |
| Bed Rush | Formula not yet known. |
| Party Games | Pays game XP plus the separate per-round star system (3/2/1 stars by placement, unrelated to account XP). |
| Autobox | Introduced as the "Wall Brawl" prototype in the 2025-06-30 update and renamed Autobox on 2025-12-26. |
Private games award no XP. Games started with Starting private game! never produce an XP message, regardless of mode.
Short game ramp[edit]
Every mode reduces XP for games that end quickly, reaching near zero for instant forfeits. The ramp is linear and completes at 60 seconds:
- Duels (all eras) and 2023-2025 Beta Block Sumo: the entire payout scales by min(1, duration / 60).
- 2023-2025 Block Sumo: only the base term scales by min(1, duration / 60); kills always pay in full, even in a seconds-old game.
- 2026 Block Sumo: reduced XP below about 45 seconds, but the exact curve is unresolved (the reduction is not a pure function of duration; it may share the base-only structure of the older formula).
Boosters and multipliers[edit]
XP boosters were introduced in the "3 Million Unique Logins" update on 2025-06-30 (they do not exist in any earlier logs). They multiply the displayed game XP (for example 2.5x), while GXP stays at floor(base XP / 3): GXP is computed before the booster is applied. Boosters are a stackable inventory item, can be rolled as a quest reward, and do not apply to quest rewards themselves.
GXP (Guild XP)[edit]
Every game payout contributes guild XP:
GXP = floor(base game XP / 3)
Quest and achievement XP does not generate any GXP, though quests can roll direct GXP as a reward type since the 2025-06-30 update.
Quests and achievements[edit]
Standalone You have gained NXP messages (no "from this game") are quest and achievement reward claims. Rewards queue up when earned (the unclaimed queue caps at 5) and are paid out when claimed, either by visiting the Quest Master NPC in the lobby or through the stat menu. Quest payouts range from 150 to 5,000 XP, with fixed per-quest values (common ones: 150, 240, 600, 1600, 1800, 2700, 4000).
Quests existed since at least 2023 with 22 quest types. The 2025-06-30 update expanded the pool to 61 daily/weekly types plus three higher-level quest slot tiers with dedicated pools (spicy, gold, rusty), and added 13 quest-related achievements. Quest names include dailies (First Play of the Day, First Win of the Day, Winner, Hunter, Head Hunter, Duels Player/Winner/Killer, Arcade Gamer/Winner, TNT Run, TNT Tag, One More Game!, Painsomnia, Build Battle Player/Winner) and weeklies (Bed Removal Co., Double Up, Duels Weekly Kills, TNT Run, TNT Tag).
Confirmed achievement rewards:
| Achievement | Requirement | Reward |
|---|---|---|
| Pearl Philosophy | Win 200 Pearl Fight games | 5,000 XP |
| Speed Demon | Beat Obstacles in under 60 seconds | 5,000 XP + Emerald Blocks bridging cosmetic |
| Weekly Warrior | Complete 5 weekly quests | 1,000 XP |
| Straight Bridger | Beat straight bridge 10 times | 300 XP + River bridging theme + Oak Log Blocks |
Levels[edit]
Cumulative XP drives the account level shown as the [N✫] chat prefix. Every 100 levels is one prestige. The XP required to advance one level ramps up over the first few levels, then grows by 500 per prestige:
| Level up | XP required |
|---|---|
| 1 → 2 | 2,000 |
| 2 → 3 | 3,000 |
| 3 → 4 | 4,000 |
| 4 → 5 through 99 → 100 | 5,000 |
| 100 → 101 through 199 → 200 | 5,500 |
| 200 → 201 through 299 → 300 | 6,000 |
| 300 → 301 onward | 6,500, +500 per further prestige |
In general, for level n ≥ 4: XP(n → n+1) = 5,000 + 500 × prestige, where prestige = floor(n / 100). /level shows your progress in game.
Until 2023-09-28, star prestige achievements also granted account XP; that was removed to prevent overshooting level thresholds.
The You have earnt N x ✫ message in Party Games is an unrelated star system: 3 stars for 1st place, 2 for 2nd, 1 for 3rd per round. It does not affect account level.
History of changes[edit]
Formula changes were not announced in the development changelog; their dates are approximate.
- 2020-10-06: leveling system introduced ("levels similar to bedwars" with prestiges), XP awarded from kills, beds, and finals,
/levelcommand added. Techniques also began giving XP. - 2021-01-15: bridging gives XP.
- 2021-03-12: Block Sumo kills set to reward 5 XP and win XP increased (the origin of the old Block Sumo formula).
- 2021-03-19: guild XP (GXP) added, earned by playing multiplayer games.
- 2021-03-21: quests introduced (randomized, XP on completion).
- 2021-04-23: Beta Block Sumo starts giving XP and stats.
- 2023-01-03: achievements introduced, with XP rewards and cosmetics.
- 2023-04-22: end-of-game stats now credited even if you already left (the "from a previous game" lobby message).
- 2023-09-27: star prestige achievements stopped granting account XP ("this prevents missing that level").
- 2025-06-30 ("3 Million Unique Logins" update): XP boosters introduced; quest pool expanded from 22 to 61 types plus spicy/gold/rusty slot tiers; quests can now reward GXP or boosters directly. The Block Sumo formula change (from the time-ramped 5-XP-per-kill formula to the current 8-XP-per-kill formula with player count and finals bonuses) also dates to this update, unannounced.
- Late 2025 or early 2026: Beta Block Sumo moved from the duels formula to a per-second accrual model, unannounced.
Open questions[edit]
- Exact 2026 Block Sumo short game curve (below 45 seconds)
- Exact current (2026) Beta Block Sumo formula
- Free-for-all placement payouts in 2023-2025 Block Sumo
- Bedwars team formulas (2v2 and larger) and the kill-dependent win cap
- The sub-mode paying a +35 win bonus in duels
| Sumo | Block Sumo · Beta Block Sumo · Block Sumo Duels |
|---|---|
| Duels | Bow Fight · Flat Fight · Pearl Fight · Stick Fight · Obstacles |
| Bridge and bed | Bed Bridge Fight · Four Way Bridge Fight · Void Fight · Ground Fight · Ladder Fight · Competitive Bridge |
| Bedwars | Bedwars · Bedwars Mega · Bedwars Rush Duels · Ranked Fours Practice · Miniwars · Bed Rush · Bedwalls |
| Other | Party Games · Autobox · Sky Conquer · Resource Collect · Old Resource Collect |
| See also | XP System · Maps |