PvP Mod

Minecraft's feel. A real engine underneath.

In-game screenshot: first-person sword combat in the practice arena

What Minecraft would be if it had been built from the ground up for PvP. A 128 Hz fixed simulation, continuous hit geometry, and server-authoritative netcode with real lag compensation — wearing Minecraft's exact look and feel.

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Downloads open shortly. You'll sign in with the Microsoft account that owns Minecraft — that's the only requirement, and the game is free.

Why it exists

Minecraft PvP is a real competitive discipline played on an engine that was never built for it. Three bugs define the ceiling, and all three are artifacts of the engine rather than the game:

This project deletes them by construction. Not with a mod or a plugin — with a from-scratch engine where fair hit registration is the foundation instead of a patch.

128 Hz, fixed

The simulation runs at 128 Hz on a fixed timestep, independent of your frame rate. Minecraft runs 20. Click timing lands where you aimed it.

Server-authoritative

Clients send inputs, never positions. The server re-simulates every tick. That is the netcode and the anti-cheat foundation at the same time.

Real lag compensation

The server keeps a per-tick hitbox history and rewinds each target to what you actually saw when you clicked — the Counter-Strike approach, not a reach fudge factor.

Capsule hitboxes

Rotationally symmetric, so your hittable profile no longer depends on which way you happen to be facing. Reach stays 3.0 blocks.

1.9 combat, exactly

Attack cooldown, charge-scaled damage, crits, sweeps, and the sprint-reset W-tap — ported from the real values, not approximated by feel.

Free

No purchase, no ads, no battle pass, no cosmetics store. A hobby project and a tech demo, and that is all it is.

Screenshots

Third-person view of the player model in the arena
Real directional lighting and shadows.
The inventory screen
Server-authoritative inventory, ported pixel for pixel.

What it is, and what it isn't

It is a from-scratch game written in Rust. The engine, the simulation, the netcode, and the renderer are all original work. It is free, non-commercial, and unaffiliated with Mojang or Microsoft.

It is not a Minecraft mod, a client, or a server plugin, and it will never take your money. It uses Minecraft's textures and sounds to match the look and feel exactly, which is why it requires you to sign in with a Microsoft account that owns the game.

It is early. This is a pre-alpha. Expect rough edges, missing features, and builds that change under you.

Requirements

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