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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.5_Pre-Release_1] | [TOKENS: 207]
Java Edition 1.21.5 Pre-Release 1 Java Edition March 11, 2025 Pre-release 1.21.5 Client (.json)Server ClientServer dec: 1073742063 hex: 400000EF 4320 55 70 Java SE 21 ◄ 25w10a 1.21.5 Pre-release 2 ► 1.21.5 Pre-Release 1 (known as 1.21.5-pre1 in the launcher) is the first pre-release for Java Edition 1.21.5, released on March 11, 2025. This is the first pre-release released in 2025. Contents Changes Spawn eggs Fallen trees General Network protocol Resource pack Fixes 15 issues fixed From released versions before 1.21 From the 1.21.5 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.5_Release_Candidate_2] | [TOKENS: 185]
Java Edition 1.21.5 Release Candidate 2 Java Edition March 24, 2025 Release Candidate 1.21.5 Client (.json)Server ClientServer dec: 1073742067 hex: 400000F3 4324 55 71 Java SE 21 ◄ 1.21.5 Release Candidate 1 1.21.5 Release Candidate 2 (known as 1.21.5-rc2 in the launcher) is the second and final release candidate for Java Edition 1.21.5, released on March 24, 2025 to fix the final issues before the Spring to Life drop releases. Contents Fixes 2 issues fixed From the 1.21.5 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_25w16a] | [TOKENS: 196]
Java Edition 25w16a Java Edition April 15, 2025 Snapshot 1.21.6 Client (.json)Server ClientServer dec: 1073742070 hex: 400000F6 4423 57 73 Java SE 21 ◄ 25w15a 25w17a ► 25w16a is the second snapshot for Java Edition 1.21.6, released on April 15, 2025, which adds more functionality and improvements to leads, technical changes to shaders, and fixes bugs. Contents Additions POI Changes Firework rocket Lead Block models Clouds Data component format Data pack Resource pack Shaders Fixes 45 issues fixed From released versions before 1.21 From 1.21.1 From 1.21.5 From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_25w18a] | [TOKENS: 190]
Java Edition 25w18a Java Edition April 29, 2025 Snapshot 1.21.6 Client (.json)Server ClientServer dec: 1073742072 hex: 400000F8 4426 59 75 Java SE 21 ◄ 25w17a 25w19a ► 25w18a is the fourth snapshot for Java Edition 1.21.6 released on April 29, 2025. Contents Changes Dried ghast Lead Bartering Splash potion Data pack Entity data Fonts Resource pack Tags Fixes 18 issues fixed From released versions before 1.21 From 1.21.3 From 1.21.4 From 1.21.5 From the 1.21.6 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.7] | [TOKENS: 167]
Java Edition 1.21.7 Java Edition June 30, 2025 Client (.json)Server ClientServer 772 4438 64 81 Java SE 21 1.21.8 ► 1.21.7 is a minor hotfix update to Java Edition released on June 30, 2025, which adds a new music disc and painting referencing A Minecraft Movie, and fixes some critical issues from 1.21.6. It is not compatible with 1.21.6 servers. Contents Additions Music disc Paintings Changes Data pack Resource pack Tags Fixes 16 issues fixed From 1.21.5 From 1.21.6 Videos Gallery References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.6_Pre-Release_4] | [TOKENS: 192]
Java Edition 1.21.6 Pre-Release 4 Java Edition June 10, 2025 Pre-release 1.21.6 Client (.json)Server ClientServer dec: 1073742079 hex: 400000FF 4433 63 80 Java SE 21 ◄ 1.21.6 Pre-Release 3 1.21.6 Release Candidate 1 ► 1.21.6 Pre-Release 4 (known as 1.21.6-pre4 in the launcher) is the fourth and final pre-release for Java Edition 1.21.6, released on June 10, 2025. Contents Fixes 4 issues fixed From 1.21.2 From the 1.21.6 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.7_Release_Candidate_2] | [TOKENS: 197]
Java Edition 1.21.7 Release Candidate 2 Java Edition June 26, 2025 Release Candidate 1.21.7 Client (.json)Server ClientServer dec: 1073742082 hex: 40000102 4437 64 81 Java SE 21 ◄ 1.21.7 Release Candidate 1 1.21.7 Release Candidate 2 (known as 1.21.7-rc2 in the launcher) is the second and final release candidate for Java Edition 1.21.7, released on June 26, 2025. This version fixes bugs and updates the pack format versions due to there having been breaking changes in the previous release candidate. Contents Changes Data pack Resource pack Fixes 4 issues fixed From 1.21.6 From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.8] | [TOKENS: 141]
Java Edition 1.21.8 Java Edition July 17, 2025 Client (.json)Server ClientServer 772 4440 64 81 Java SE 21 ◄ 1.21.7 1.21.8 is a minor hotfix update for Java Edition released on July 17, 2025, which addresses various graphical and stability issues on certain devices. It is compatible with 1.21.7 servers. Contents Fixes 8 issues fixed From 1.21.5 From 1.21.6 Videos Trivia References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_25w32a] | [TOKENS: 221]
Java Edition 25w32a Java Edition August 5, 2025 Snapshot 1.21.9 Client (.json)Server ClientServer dec: 1073742085 hex: 40000105 4536 65.1 83.0 Java SE 21 ◄ 25w31a 25w33a ► 25w32a is the second snapshot for Java Edition 1.21.9, released on August 5, 2025, which adds new copper variant blocks. Contents Additions Copper bars Copper chain Copper lantern Copper torch Particles Tags Text component format Changes Copper golem statues Copper trapdoor Iron chain Shelf Data pack Entity data Loot tables Resource pack Tags Fixes 49 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.5 From 1.21.7 From 1.21.8 From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_25w34a] | [TOKENS: 234]
Java Edition 25w34a Java Edition August 19, 2025 Snapshot 1.21.9 Client (.json)Server ClientServer dec: 1073742087 hex: 40000107 4539 66.0 84.0 Java SE 21 ◄ 25w33a 25w34b ► 25w34a (incorrectly titled Snapshot 25w34a in-game) is the fourth snapshot for Java Edition 1.21.9, released on August 19, 2025. Contents Additions /fetchprofile Server Code of Conduct Changes Copper golem Sounds Block entity data Block states Data component format Data pack Options Panorama Resource pack Server.properties Statistics Tags Text component format Fixes 52 issues fixed From released versions before 1.21 From 1.21.1 From 1.21.5 From 1.21.6 From 1.21.8 From the 1.21.9 development versions From the previous development version Videos Trivia References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.9_Pre-Release_1] | [TOKENS: 242]
Java Edition 1.21.9 Pre-Release 1 Java Edition September 16, 2025 Pre-release 1.21.9 Client (.json)Server ClientServer dec: 1073742093 hex: 4000010D 4548 69.0 87.1 Java SE 21 ◄ 25w37a 1.21.9 Pre-Release 2 ► 1.21.9 Pre-Release 1 (known as 1.21.9-pre1 in the launcher) is the first pre-release for Java Edition 1.21.9, released on September 16, 2025 with some changes to the mannequins and several bug fixes. Contents Changes Copper golem Mannequin General /fetchprofile /setworldspawn /spawnpoint Data component format Data pack Entity data Loot functions Minecraft Server Management Protocol Fixes 29 issues fixed From released versions before 1.21 From 1.21.8 From the 1.21.9 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.9_Release_Candidate_1] | [TOKENS: 179]
Java Edition 1.21.9 Release Candidate 1 Java Edition September 25, 2025 Release Candidate 1.21.9 Client (.json)Server ClientServer dec: 1073742097 hex: 40000111 4553 69.0 88.0 Java SE 21 ◄ 1.21.9 Pre-Release 4 1.21.9 Release Candidate 1 (known as 1.21.9-rc1 in the launcher) is the first and only release candidate for Java Edition 1.21.9, released on September 25, 2025. Contents Fixes 2 issues fixed From the 1.21.9 development versions From the previous development version Trivia Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_25w44a] | [TOKENS: 278]
Java Edition 25w44a Java Edition October 28, 2025 Snapshot 1.21.11 Client (.json)Server ClientServer dec: 1073742100 hex: 40000114 4659 72.0 92.0 Java SE 21 ◄ 25w43a 25w45a ► 25w44a is the fourth snapshot for Java Edition 1.21.11, released on October 28, 2025, which adds camel husks and parched. Contents Additions Spawn eggs Camel husk Parched Environment attributes Game rules Options Slot Sources Tags Changes Spawn eggs Bat Horses, mules, donkeys, zombie horses, camels, llamas and trader llamas Nautilus and zombie nautilus Parrot /worldborder Advancements Enchantments General Biomes Chunks Data pack Environment attributes Fog Game rules Game Tests Loot tables Minecraft Server Management Protocol Resource pack Shaders & Post-process Effects Sprite Animations Statistics Tags UI Fixes 35 issues fixed From released versions before 1.21 From 1.21.6 From 1.21.8 From 1.21.9 From the 1.21.11 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11_Pre-Release_5] | [TOKENS: 295]
Java Edition 1.21.11 Pre-Release 5 Java Edition December 3, 2025 Pre-release 1.21.11 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] ServerObfuscatedUnobfuscated ClientServer dec: 1073742107 hex: 4000011B 4667 75.0 94.1 Java SE 21 ◄ 1.21.11 Pre-Release 4 1.21.11 Release Candidate 1 ► 1.21.11 Pre-Release 5 (known as 1.21.11-pre5 in the launcher) is the fifth and final pre-release for Java Edition 1.21.11, released on December 3, 2025. A separate unobfuscated version of 1.21.11 Pre-Release 5 was released, titled 1.21.11 Pre-Release 5 Unobfuscated (or 1.21.11-pre5_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. This is the final pre-release released in 2025. Contents Fixes 4 issues fixed From the 1.21.11 development versions From the previous development version Videos Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_version_history/Development_versions#Full_release] | [TOKENS: 1319]
Java Edition version history/Development versions Starting in the period between Beta 1.7.3 and Beta 1.8, Mojang Studios began to publicly release testing versions of full updates in order to get major feedback, especially for bug reporting. This enabled the official updates to be considerably more stable. Mojang Studios generally releases snapshots on Tuesdays. Previously, before the release of snapshot 14w26a on June 25, 2014, in the middle of development for 1.8, they were released on Thursdays. During the period from snapshot 14w26a to release 1.21.5, they were released on Wednesdays. Contents Development versions These versions are publicly available, though they are not auto-installed by the launcher unless the Enable snapshots checkbox is ticked in the profile editor, and then it will only download the current version's development's set of snapshots and pre-releases. The player is able to change to other snapshots through the profile editor. There are several development builds of Classic versions of the game which were never released to the public. Some of them are now available through the launcher. In-game, these versions were labeled the same as their public release counterparts (e.g. 0.0.14a), but had distinct differences from the versions released to the public. Classic 0.24 is the only exception to this rule, as it was labeled simply "0.24" in-game, whereas the full release was labeled "0.24_SURVIVAL_TEST". There are several builds of Indev 0.31 20091223-0040 which were never released to the public. Most were still labeled "0.30" in-game. The day before Beta 1.6 was released, Mojang created a Test Build version that was never released, but was nonetheless a development version for Beta 1.6. Between Beta 1.7.3 and Beta 1.8, Mojang began to issue pre-release versions, specifically for Beta 1.8 and what then was known as Beta 1.9. As Beta 1.9 came to be re-designated as release version 1.0.0, candidates subject to release were now known as RCs. The weekly snapshots for release 1.1 to 1.21.11 were named by using the format YYwWWn. "YY" is the two-digit year, "w" simply stands for "week", "WW" is the two-digit week number within the year, and "n" is a unique letter identifier – starting with "a", then "b", and so on – for when there is more than one release per week. The highest letter reached was "e", a tie between 12w30e, 13w47e and 15w35e. The naming convention is, however, broken by 13w12~. Beginning in 2026, snapshots will use the format YY.r-snapshot-n, with "YY" being the two-digit year, "r" being the release number, and "n" being a unique number identifier – starting with "1", then "2", and so on. The update that has the most snapshots is release 1.9, with a total of 56 snapshots. The update that has the most pre-releases is release 1.13, with 10 pre-releases. Pre-release versions in Beta had the word "pre-release" spelt out in full (with inconsistent inclusion of the hyphen). After 1.0.0, pre-release versions until 1.7.4 were released as full versions and incremented the minor version number for each pre-release (for example, 1.4 and 1.4.1 were both pre-releases for 1.4.2, and the pre-release for 1.4.7 is identical to the full release of 1.4.7). From 1.7.6 to 1.13.2, pre-releases started including "-pre" following the major version, with a number incrementing each version (e.g., 1.12-pre2). 1.14 started spelling the word "pre-release" in full again (e.g., 1.14.1 Pre-Release 2), with somewhat inconsistent use of capitalization from then on. Release candidates were re-introduced with 1.16 Release Candidate 1. These are intended to be the last version before the full release, unless a major game-breaking bug is discovered. The update that has the most release candidates is release 1.18, with a total of four release candidates. Experimental snapshots were introduced with 1.14.3 - Combat Test. This type of snapshot is released only on special occasions, when Mojang developers want to get testing and feedback on a particular set of features that are outside the scope of a data pack, but which they cannot currently include in a normal snapshot or in Bedrock development versions. They have fallen out of use since Experiments enable normal snapshots to include features that aren't yet due to be added. Erik Broes (Grum) appeared in promotional screenshots on the Mojang blog for a number of snapshots and pre-releases. He was often hiding, and occasionally simply his player head was present. These were: Jens Bergensten (Jeb) has appeared in several promotional screenshots as well: Nathan Adams (Dinnerbone) has appeared in: Michael Stoyke (Searge) has appeared in: Ryan Holtz (TheMoogle) has appeared in: Thomas Guimbretière (ProfMobius) has appeared in the 1.10 release. Maria Lemón (Excited) has appeared in: Agnes Larsson (LadyAgnes) has appeared in 1.11 snapshot 16w43a. Other These snapshots are experimental and not available in the Minecraft Launcher. Full release (new version numbering) Full release (old version numbering) Tricky Trials Trails & Tales The Wild Update Caves & Cliffs: Part II Caves & Cliffs: Part I Nether Update Buzzy Bees Village & Pillage Update Aquatic World of Color Update Exploration Update Frostburn Update Combat Update Bountiful Update The Update that Changed the World Horse Update Beta Alpha References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1_Snapshot_2] | [TOKENS: 225]
Java Edition 26.1 Snapshot 2 Java Edition January 7, 2026 Snapshot 26.1 Client (.json)Server dec: 1073742112 hex: 40000120 4765 77.0 96.0 Java SE 25 ◄ 26.1 Snapshot 1 26.1 Snapshot 3 ► 26.1 Snapshot 2 (known as 26.1-snapshot-2 in the launcher) is the second snapshot for Java Edition 26.1, released on January 7, 2026. It adds retextured and remodeled baby mobs, remodeled rabbits, craftable name tags, and more. This is the first snapshot released in 2026. Contents Additions Tags Changes Name tag Rabbit Baby mobs Skeleton horses and zombie horses General Data pack Entity data Mob variant definitions Resource pack Sounds Textures Fixes 13 issues fixed From released versions before 26.1 From the previous development version Videos Trivia References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1_Snapshot_4] | [TOKENS: 219]
Java Edition 26.1 Snapshot 4 Java Edition January 20, 2026 Snapshot 26.1 Client (.json)Server dec: 1073742114 hex: 40000122 4768 78.1 97.1 Java SE 25 ◄ 26.1 Snapshot 3 26.1 Snapshot 5 ► 26.1 Snapshot 4 (known as 26.1-snapshot-4 in the launcher) is the fourth snapshot for Java Edition 26.1, released on January 20, 2026, which changes the models of baby horses, donkeys, and mules, as well as zombie and skeleton horses, adds new tags, and fixes bugs. Contents Additions Block tags Changes Baby mobs Block tags Data pack Resource pack Sounds Textures World clocks Fixes 21 issues fixed From released versions before 26.1 From the 26.1 development versions From the previous development version Videos References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Talk:Java_Edition_1.21.11] | [TOKENS: 411]
Talk:Java Edition 1.21.11 Contents Why moved? I don't understand why the page has been moved. If it is because "we don't want it to be 1.21.11", like I saw earlier, then I don't agree with you. We used 1.21.9 long before confirmation and nobody had any problems with it. The main page also uses 1.21.11 instead of "Java Edition Mounts of Mayhem". Please inquire me about this decision. -- Nomis12 (T|C) NL Admin 16:19, 9 October 2025 (UTC)Reply Order of spawn eggs in item list People keep moving the spawn eggs in the added items list to order them logically or alphabetically. It has been changed many times. Please come to an agreement. -- Nomis12 (T|C) NL Admin 08:20, 29 October 2025 (UTC)Reply Move discussion Let's start a discussion whether this should be moved to Mounts of Mayhem Java Edition. Dazzle 08:27, 2 November 2025 (UTC)Reply I would rather call it "Upcoming Java Edition release" (or the name suggested here) than speculating the unconfirmed version numbers (which undermines MCW:RULES#4). We also haven't reached any agreement yet, there are very few people participating in these discussions to even reach a proper consensus. Outrowed (talk) 10:45, 2 November 2025 (UTC)Reply Feedback (Thu, 20 Nov 2025 00:03:49 UTC) Should we put the note on all pages. There is a note at the beginning of the article that says "would have been 25.4 using new naming rules" or something like that. Should we add that to all the game drop pages? CrockCraftMC (talk) 17:10, 3 December 2025 (UTC)Reply Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.21.11?veaction=edit] | [TOKENS: 658]
Java Edition 1.21.11 Java Edition Mounts of Mayhem December 9, 2025 Client Obfuscated (.json)Unobfuscated (.zip)[note 1] Server ObfuscatedUnobfuscated ClientServer 774 4671 75.0 94.1 Java SE 21 ◄ 1.21.10 1.21.11, the release of Mounts of Mayhem, is a game drop for Java Edition released on December 9, 2025, which adds the nautilus, zombie nautilus, nautilus armor, spears, netherite horse armor, camel husks, parched, and zombie horsemen. A separate unobfuscated version of 1.21.11 was released, titled 1.21.11 Unobfuscated (or 1.21.11_unobfuscated when in the launcher). This is an experimental version released in preparation for obfuscation being removed from Java Edition clients and servers. 1.21.11 is the final version of Java Edition to be obfuscated, the final version released in 2025, the final version to require Java 21, and the final version to use the old 1.x.y version format. Contents Additions Nautilus armor Netherite horse armor Spawn eggs Spear Camel husk Nautilus Parched Zombie nautilus /stopwatch Advancements Death messages Effects Enchantments Environment attributes "attributes": { "minecraft:visual/fog_color": "#ffaa00", "minecraft:gameplay/water_evaporates": true } "attributes": { "minecraft:visual/water_fog_radius": { "modifier": "multiply", "argument": 0.85 } } { "type": "minecraft:block_crumble", "block_state": { "Name": "minecraft:dirt" } } Game rules Item components Loot functions Options Slot sources Splash Tags Timelines Changes Decorated Pots Leaves General Elytra Leather horse armor Spawn Eggs Bats Horses, mules, donkeys, zombie horses and camels Llamas and trader llamas Parrots Piglin Zombie and husk Zombie horse Zombie villager Zombified piglin Bastion remnant Buried treasure End city Ocean ruins Shipwreck Village General /execute /worldborder Advancements Clouds Sky World border General Advancement trigger Biomes Block models Blockstates definition Chunks Controls Damage types Data pack Debug renderer Dimension types Enchantment definition Entity data Fog Fonts Game rules Game Tests Graphics Item components Item models Key binds Loot functions Loot tables Minecraft Server Management Protocol Mob variant definitions Options Panorama Predicates Resource pack Server Settings Shaders & Post-process Effects Sounds Sprite Animations Statistics Tags Texture atlases Textures UI UI Sprites Fixes 104 issues fixed From released versions before 1.21 From 1.21 From 1.21.1 From 1.21.4 From 1.21.5 From 1.21.6 From 1.21.7 From 1.21.8 From 1.21.9 From 1.21.10 Videos Trivia Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#Background_and_formation_(2009–2010)] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Crown_and_Council] | [TOKENS: 630]
Contents Crown and Council Crown and Council is a turn-based strategy game developed by Mojang employee Henrik Pettersson. The game was both announced and released as a surprise on Steam on April 22, 2016 and was made available for free. Gameplay The game puts the player in control of a nation warring against others on a tile-based map. Each turn, the player earns income based on conquered tiles, and can spend earned money to conquer other tiles or improve their own through the construction of structures like forts, villages and universities, which all provide different bonuses. The player wins a map once they have eliminated every enemy, regardless of actual remaining neutral tiles. There are 75 maps, with the possibility of additional maps being procedurally generated. Development and release The game was developed entirely by Mojang programmer Henrik Pettersson. It was originally conceived in a 72-hour game jam, and was inspired by the games History of the World and Slay. Pettersson described the game as "experimental", and that while Mojang remains "a Minecraft company doing Minecraft things" and that most of the prototyping happens within the Minecraft environment, developers have some time set aside to work on their own ideas. As a hobby project, Crown and Council was not originally intended for public release; Pettersson, an artist who joined Mojang to work on Scrolls in 2011, used the relatively simple project to learn to code. He believed that even if the game was to be distributed one day, it would be rebuilt by "real programmers". The game was worked on over multiple months and used bits of code taken from other Mojang projects. Pettersson credits Minecraft Pocket Edition programmer Aron Nieminen as his programming mentor. It is the first game developed by Mojang that is released on Steam, although Mojang published Oxeye Game Studio's Cobalt on Steam in February 2016. The Steam release was originally suggested by Mojang producer Daniel Kaplan, and the opportunity was used to learn the process, which Pettersson describes as "surprisingly straightforward", noting that Mojang parent company Microsoft had no issues with licensing and trademarking Crown and Council for release on Steam. Pettersson originally said he planned on continuing working on the game to fix bugs and add features. An update released in January 2017 added a 99-map campaign and tweaks to the procedural generation and land-taking mechanics to improve balance. The most important change was in the calculations affecting the attack and defence of territories: the element of "randomness" was removed, and "attrition" was added, meaning that failed attacks improve the chance of future attacks succeeding. This update also added macOS and Linux versions. Reception The game has been described as a faster paced, minimalistic strategy game reminiscent of Risk or Civilization, and as a single-player Eight Minute Empire. It was also described as traditional but entertaining, with a good challenge, but it runs out of content after just a few levels. It has received mixed user reviews from players. It was estimated to be downloaded about 60,000 times in the month following its release. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Mojang_Studios#cite_note-Minecraft:_EULA-1] | [TOKENS: 3550]
Contents Mojang Studios Mojang AB, trading as Mojang Studios, is a Swedish video game developer based in Stockholm. A first-party developer for Xbox Game Studios, the studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time. Mojang Studios was founded by the independent video game designer Markus Persson in 2009 as Mojang Specifications for Minecraft's development. The studio inherited its name from another video game venture Persson had left two years prior. Following the game's initial release, Persson, in conjunction with Jakob Porsér, incorporated the business in late 2010, and they hired Carl Manneh as the company's chief executive officer. Other early hires included Daniel Kaplan and Jens Bergensten. Minecraft became highly successful, giving Mojang sustained growth. With a desire to move on from the game, Persson offered to sell his share in Mojang, and the company was acquired by Microsoft in November 2014. Persson, Porsér, and Manneh subsequently left Mojang. In May 2020, Mojang was rebranded as Mojang Studios. As of 2021, the company employs approximately 600 people and has additional locations in London, Shanghai, Tokyo, and Redmond, Washington, where Microsoft is headquartered. Kayleen Walters is the studio head. Apart from Minecraft, Mojang Studios has developed Caller's Bane, Crown and Council, and further games in the Minecraft franchise: Minecraft Dungeons, Minecraft Legends, and the cancelled Minecraft Earth. It also released smaller games as part of game jams organised by Humble Bundle and published the externally developed Cobalt and Cobalt WASD. History Mojang Studios was founded by Markus Persson, a Swedish independent video game designer and programmer, in 2009. He had gained interest in video games at an early age, playing The Bard's Tale and several pirated games on his father's Commodore 128 home computer, and learned to programme at age eight with help from his sister. Because he was a "loner" in school, he spent most of his spare time with games and programming at home. Following his graduation and a few years of working as a web developer, Persson created Wurm Online, a massively multiplayer online role-playing game, with his colleague Rolf Jansson in 2003. They used the name "Mojang Specifications" during the development and, as the game started turning a profit, incorporated the company Mojang Specifications AB (an aktiebolag) in 2007. The name is derived from the Swedish word mojäng (Swedish pronunciation: [mʊˈjɛŋː]; lit. 'gadget'). Persson left the project in the same year and wished to reuse the name, so Jansson renamed the company Onetoofree AB and later Code Club AB. Meanwhile, Persson had joined Midas, later known as King.com, where he developed 25–30 games. He departed the company when he was barred from creating games in his free time. In May 2009, Persson began working on a clone of Infiniminer, a game developed by Zachtronics and released earlier that year. Persson reused assets and parts of the engine code from an earlier personal project and released the first alpha version of the game, now titled Minecraft, on 17 May 2009, followed by the first commercial version on 13 June. He reused the name "Mojang Specifications" for this release, registering a sole proprietorship with this name on 18 June. In less than a month, Minecraft had generated enough revenue for Persson to take time off his day job, which he was able to quit entirely by May 2010. As all sales were processed through the game's website, he did not have to split income with third parties. The payment services provider PayPal temporarily disabled his account when it suspected fraud. In September 2010, Persson travelled to Bellevue, Washington, to the offices of video game company Valve, where he took part in a programming exercise and met with Gabe Newell, before being offered a job at the company. He turned down the offer and instead contacted Jakob Porsér, a former colleague from King.com, to ask for aid in establishing a business out of Mojang Specifications. Porsér quickly quit his job, and the pair incorporated Mojang AB on 17 September. While Persson continued working on Minecraft, Porsér would develop Scrolls, a digital collectable card game. Wishing to focus on game development, they hired Carl Manneh, a manager at jAlbum, Persson's former employer, as chief executive officer. Other significant early hires included Daniel Kaplan as business developer, Markus Toivonen as art director, and Jens Bergensten as lead programmer. In January 2011, Minecraft reached one million registered accounts and ten million six months thereafter. The continued success led Mojang to start the development of a new version for mobile devices. Due to the incompatibility of the game's Java-based framework with mobile devices, this version was programmed in C++ instead. Another version, initially developed for Xbox 360, was outsourced to Scotland-based developer 4J Studios, which also used C++. Scrolls was announced by Mojang in March 2011. The studio's attempt to trademark the game's name resulted in a dispute with ZeniMax Media, which cited similarities between the game's name and that of the ZeniMax-owned The Elder Scrolls series. Kaplan stated in May 2011 that, due to many such requests in the past, Mojang was planning to publish or co-publish games from other indie game studios. Its first, Cobalt from Oxeye Game Studio, was announced in August. An early version of the game was made available in December 2011, with the full game released in February 2016 for Xbox 360, Xbox One, and Windows. A multiplayer-focused spin-off, Cobalt WASD, was also developed by Oxeye Game Studio and released by Mojang for Windows in November 2017 after some time in early access. For the full release of Minecraft, Mojang held Minecon, a dedicated convention, in Las Vegas on 18–19 November 2011, with Minecraft formally being released during a presentation on the first day. Thereafter, Minecon was turned into an annual event. Following Minecraft's full release, Persson transferred his role as lead designer for the game to Bergensten in December 2011. Around this time, Manneh had discussion with a plethora of venture capital firms, including Sequoia Capital and Accel Partners, but turned all of them down as the company did not require any funds. Sean Parker, the co-founder of Napster and former president of Facebook, Inc., offered to privately invest in Mojang in 2011 but was turned down as well. At the time, the studio ruled out being sold or becoming a public company to maintain its independence, which was said to have heavily contributed to Minecraft's success. By March 2012, Minecraft had sold five million copies, amounting to US$80 million in revenue. In November, Mojang had 25 employees, and total revenues of $237.7 million in 2012. In 2013, it released an education-focused version of Minecraft for Raspberry Pi devices, and—after the exclusivity clause penned with Microsoft over the availability of the game's console edition on Microsoft's platforms had expired—announced editions of the game for PlayStation 3, PlayStation 4, and PlayStation Vita. In October 2013, Jonas Mårtensson, formerly of gambling company Betsson, was hired as Mojang's vice-president. That year, Mojang recorded revenues of $330 million, of which $129 million were profit. Persson, exhausted from the pressure of being the owner of Minecraft, published a tweet in June 2014, asking whether anyone would be willing to buy his share in Mojang. Several parties expressed interest in this offer, including Activision Blizzard, Electronic Arts, and Microsoft. Phil Spencer, the head of Microsoft's Xbox division, urged Microsoft's newly appointed chief executive Satya Nadella to purchase Mojang to set out "a pretty bold vision" for Microsoft's gaming business. Furthermore, the company had $2.5 billion in offshore bank accounts that it could not bring back to the United States without paying repatriation taxes. Nadella separately stated the possible use of Minecraft with the HoloLens, Microsoft's mixed reality device, to have been a major factor in pursuing the acquisition. The company first approached Mojang regarding a potential acquisition in June 2014, making its first offer shortly thereafter. Mojang subsequently hired advisers from JPMorgan Chase. Microsoft's agreement to purchase Mojang for $2.5 billion was announced on 15 September 2014. Persson, Porsér and Manneh were the only shareholders at this time, of whom Persson owned 71% of shares. The acquisition was finalised on 6 November and Mojang became part of the Microsoft Studios branch. As part of the transaction, Persson received $1.8 billion, while Porsér and Manneh got $300 million and $100 million, respectively. All three subsequently left Mojang and Mårtensson succeeded Manneh. According to Bergensten, the change in ownership went against the studio's independence-focused culture. Many employees were wary about the uncertainties they could face after the acquisition, and some staffers cried at the offices. Everyone who remained with the company for six months thereafter was awarded a bonus of roughly $300,000 (after taxes), deducted from Persson's share. Under the oversight of Microsoft's Matt Booty, Mojang's integration was minimal, leaving its operations independent but backed by Microsoft's financial and technical capabilities. This approach shaped how Microsoft would acquire other gaming companies. Scrolls was released out-of-beta in December 2014 and development of further content ceased in 2015. Also in December 2014, Mojang and Telltale Games jointly announced a partnership in which the latter would develop Minecraft: Story Mode, an episodic, narrative-driven game set in the Minecraft universe. In April 2016, Mojang released Crown and Council, a game entirely developed by artist Henrik Pettersson (who had been hired in August 2011), for free for Windows. An update in January 2017 introduced Linux and macOS versions. Mojang discontinued the online services for Scrolls in February 2018 and re-released the game under a free-to-play model and with the name Caller's Bane in June. Aiming to expand the Minecraft franchise with further games, Mojang developed two spin-offs: Minecraft Dungeons, a dungeon crawler, and Minecraft Earth, an augmented reality game in the vein of Pokémon Go. They were announced in September 2018 and May 2019, respectively. Minecraft Classic, the original browser-based version of Minecraft, was re-released for free on its ten-year anniversary in May 2019. By this time, Minecraft had sold 147 million copies, making it the best-selling video game of all time. Persson was explicitly excluded from the anniversary's festivities due to several controversial statements of his involving transphobia and other issues; an update for Minecraft released the March before also removed several references to Persson. On 17 May 2020, Minecraft's eleventh anniversary, Mojang announced its rebranding to Mojang Studios, aiming to reflect its multi-studio structure, and introduced a new logo. The design was created at the agency Bold under the creative direction of Oliver Helfrich. Minecraft Dungeons was released later that month for Windows, Nintendo Switch, PlayStation 4, and Xbox One. In June 2022, the studio announced the action-strategy game Minecraft Legends. Helen Chiang, the six-year head of studio for Mojang Studios, acceded to Xbox Game Studios in December 2023 and was replaced by Åsa Bredin in the same role. When Bredin stepped down in February 2025 to focus on personal goals outside the company, Kayleen Walters was appointed in her place, in addition to Amy Stillion as chief of staff. Games developed Mojang partnered with Humble Bundle in 2012 to launch Mojam, a game jam event to raise money for charity, as part of which Mojang developed the shoot 'em up mini-game Catacomb Snatch. The including bundle was sold 81,575 times, raising $458,248.99. The following year, Mojang developed three mini-games for Mojam 2. The studio also participated in Humble Bundle's Games Against Ebola game jam in 2014 with three further mini-games. In 2011, Persson and Kaplan envisioned a hybrid of Minecraft and Lego bricks and agreed with the Lego Group to develop the game as Brickcraft, codenamed Rex Kwon Do (in reference to the film Napoleon Dynamite). The game has also been described as a first-person shooter. Mojang hired two new programmers to work on the game, while a prototype was created by Persson. However, Mojang cancelled the project after six months. Upon announcing the cancellation in July 2012, Persson stated that the move was performed so that Mojang could focus on the games it wholly owned. Daniel Mathiasen, a Lego Group employee at the time, later blamed the cancellation on a series of legal hurdles that the Lego Group had put in place to protect the product's family-friendly image. Kaplan lamented that the staff at Mojang had felt more like consultants on the project, rather than its designers. The Lego Group also considered acquiring Mojang at this point but later decided against doing so as they had not foreseen that Minecraft would become as popular as it would at one point be. In March 2012, Persson revealed that he would be designing a sandbox space trading and combat simulator in the likes of Elite. Titled 0x10c, it was to be set in the year 281,474,976,712,644 AD in a parallel universe. The project was shelved by August 2013, with Persson citing a lack of interest and a creative block. Minecraft Earth was made available as an early-access game in November 2019 for Android and iOS. In January 2021, it was announced that the game would be withdrawn from sale in June that year, with all player data deleted in July. Mojang Studios cited the ongoing COVID-19 pandemic as primary reason for the game's closure, as its effects conflicted with the game's concept. Games published Legal disputes In August 2011, after Mojang had attempted to trademark the word "Scrolls" for their game, ZeniMax Media, the parent company of The Elder Scrolls publisher Bethesda Softworks, issued a cease and desist letter, claiming that Scrolls infringed on ZeniMax's "The Elder Scrolls" trademark, that Mojang could not use the name, and that ZeniMax would sue the studio over the word's usage. Persson offered to give up the trademark and give Scrolls a subtitle. However, as Mojang ignored the cease and desist letter, ZeniMax filed the lawsuit in September. Bethesda's Pete Hines stated that Bethesda was not responsible for the lawsuit, rather the issue was centred around "lawyers who understand it". Mojang won an interim injunction in October, the ruling being that Scrolls and The Elder Scrolls were too easy to differentiate, though ZeniMax could still appeal the ruling. In March 2012, Mojang and ZeniMax settled, with all "Scrolls" trademarks and trademark applications being transferred to ZeniMax, who would in turn licence the name to Mojang for use with Scrolls and add-on content, but not for sequels or any other games with similar names. On 20 July 2012, Uniloc, a company specialising in digital rights management technologies, filed a lawsuit against Mojang, stating that the licence verification system in Minecraft's Android version infringed on one of Uniloc's patents. The case was Uniloc USA, Inc. et al v. Mojang AB and was filed with the United States District Court for the Eastern District of Texas. In response to hate mail, Uniloc founder Ric Richardson denied his involvement, claiming to have only filed the patent. The patent was invalidated in March 2016. In July 2013, the minigolf chain Putt-Putt issued a cease and desist letter against Mojang and Don Mattrick (who was previously affiliated with Minecraft's Xbox 360 version but had since joined Zynga), alleging that they infringed on its "Putt-Putt" trademark. Attached to the letter, which Persson shared on Twitter, was a Google Search screenshot showing videos of user-created maps using the name. Alex Chapman, Mojang's lawyer, stated "I think there is clearly a misunderstanding here as to what Minecraft actually is. It's a game that, among other things, allows people to build things. Mojang doesn't control what users build and Mojang doesn't control the content of the videos users make. Suing Mojang for what people do using Minecraft is like suing Microsoft for what people do using Word." References External links
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[SOURCE: https://en.wikipedia.org/wiki/Caller%27s_Bane] | [TOKENS: 1527]
Contents Caller's Bane Caller's Bane (originally named Scrolls) is a strategy-based digital collectible card game developed by Mojang, which aims to combine elements from trading card games and traditional board games. Scrolls was originally conceived and developed by Jakob Porsér, who along with Mojang founder Markus Persson, intended to create a type of game that was currently missing from the market. The game is developed using the Unity game engine, allowing it to run on multiple gaming platforms. Scrolls was announced on 2 March 2011, as Mojang Studios' second game. While Mojang had claimed that they stopped development of the game in June 2015, the company revealed that they had still been working on the project, and in June 2018, released the game under its new title Caller's Bane for free. The last update was released in 2019. Gameplay The game revolves around the use of cards, or "scrolls", to work toward destroying three of the opposing player's five idols, which are static objects on either end of the battlefield. There are four different types of scrolls in Caller's Bane: creatures, structures, spells and enchantments. Creatures are played on the board and can attack to destroy enemy creatures and idols. Structures are also played on the board and, unlike creatures, are immobile. Spells have a wide range of effects, but are often played against creatures or structures. Enchantments are played on creatures and usually provide a lasting effect to that creature. Each unit (creature or structure) has three basic statistics associated with it: Attack, Countdown, and Health. Attack specifies how much damage the unit will deal (some units do not attack and instead have a "-" for that stat). Countdown specifies how many turns the unit waits before it attacks. Each time it is the player's turn, all units (with some exceptions) count down by 1. If a unit counts down to 0, then the unit will attack at the end of the turn. When the unit is finished attacking, its countdown will reset to its base countdown, which is typically 2 but can range from 1 to 6. Health is the amount of cumulative damage a unit can take before it is destroyed. As a basis for comparison, all idols in a standard match start with 10 health. Once it becomes a player's turn, the player either have 90 seconds to perform actions (in multiplayer) or unlimited time (in singleplayer). At any time during their turn, a player may move creatures to adjacent, empty spots, up to once per creature per turn. Structures cannot be moved without the help of specific spells or enchantments. A player may also, once per turn, "sacrifice" a scroll in their hand; sacrificing allows the player to either draw two new scrolls or gain a resource point. A player may play as many scrolls as their resources or hand allow. A turn is finished when the hourglass icon at the bottom left is clicked. You draw one new scroll each turn. Resource points are used towards playing scrolls: each scroll has a "cost" (1–8 resources). There are four different resources in the game: Energy, Order, Growth, and Decay; and one "super-resource", Wild, which can be used in place of any resource but has limitations on when a player can sacrifice for it. Each scroll belongs to a different resource, or faction. For example, the scroll Cannon Automaton costs 6 Energy to play. When one sacrifices a scroll for a resource, their maximum resource goes up. Thus there are two values per resource: current resource and maximum resource. A player's current resource is depleted when they play scrolls, but at the beginning of their turn their current resource is filled back up to their maximum resource. Development Markus "Notch" Persson, the creator of Minecraft and Jakob Porsér were inspired to make a new type of game missing from the market, envisioning a game which would include elements from collectible card games and traditional board games. The result "would be a strategic game with a strong foundation in tactical game play". In July 2012, Scrolls moved into a closed alpha phase, with a small portion of those who signed up given full access to the game. Additional invites were given out as the testing period expanded into an open beta phase. In June 2013, the game entered an open beta stage which allowed public purchase of the title. On 11 July 2013, it was announced that Scrolls would implement crafting. With the addition of this feature, three of the same scroll could be crafted into one scroll of a higher tier which had additional visual effects. Scrolls tier two and up would save match statistics, and in a later update tier three scrolls were made to give their owner a small gold boost when drawn in a match. In October 2013, Scrolls announced 'Judgement Mode', a mode where players draft cards into a new deck from a card pool, then play several games with those cards. After these games, the player gets to keep a number of cards proportionate to how well they did in their matches. On 10 December 2014, Mojang announced that Scrolls would be leaving its beta phase to officially release the next day. Scrolls was ported to iOS, however Apple rejected the submission for release because of the game's account system which required players to register before playing. The iOS version was ultimately cancelled once Mojang announced they would cease active development on the game in June 2015. As game development continued, upcoming features were pushed to a "test server" before being implemented into the game. This allowed the developers to gather feedback on new features and perform balancing tweaks and bug fixes before they were officially implemented into the game. The test server was accessible via the "More Options" button in the game launcher. In June 2015, Mojang announced that they would cease developing further content for the game. They also noted that all proceeds from the game will go towards maintaining servers, which they confirmed would continue running until at least 1 July 2016. In February 2018, the developers announced that the game servers would shut down on 13 February 2018, although they were planning to release the server client for the community to use. On 20 June 2018, Mojang released the title under its new name Caller's Bane as a free client configured to work with community servers. Mojang was involved in a legal disagreement with Bethesda Softworks, who claimed that the use of the name Scrolls would cause confusion with its own The Elder Scrolls series. Mojang won the interim injunction regarding the issue with the name "Scrolls" and is allowed to continue using that name for future development. In March 2012, Mojang and Bethesda reached a settlement, in which Mojang would not trademark Scrolls, but Bethesda would not contest the naming of Scrolls, so long as it would not be a competitor against their game (The Elder Scrolls). Following Mojang's acquisition by Microsoft in 2014, and Bethesda's parent company ZeniMax being acquired by Microsoft in 2020, both parties involved in the original dispute became subsidiaries of the same corporate entity. As a result, the previous legal conflict over the title Scrolls became moot. Reception Upon the release, the game received mixed to positive reviews, scoring 73 out of 100 on the review aggregator site Metacritic, and 7.3 User Score based on 46 reviews. References External links
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[SOURCE: https://en.wikipedia.org/wiki/Cobalt_(video_game)] | [TOKENS: 419]
Contents Cobalt (video game) Cobalt is an action side-scrolling video game developed by Oxeye Game Studio and published by Mojang Studios. It was released on February 2nd, 2016, for Microsoft Windows, Xbox 360 and Xbox One. Gameplay Cobalt has a story mode and five multiplayer modes: Players play as the main character, known as Cobalt. Some key mechanics of the game include bullet time, rolling (to deflect bullets and/or increase speed), attacks, both ranged and melee, using various weapons of both kinds, which can deal damage and knock back throwables, all of which a player can combo together to produce an advanced level of play. Development Cobalt was released in its alpha stage of development. Updates to subsequent versions of the game are free. The alpha version was initially only available for the Windows operating system. A macOS version was released on 27 June 2013, but the game was later developed as Xbox 360, Xbox One and Microsoft Windows exclusive. The alpha version's main goals were: Additional features were planned for the beta stage including a fully working level editor (and multiple editors), in-game level sharing between players, as well as the macOS and Linux ports of the game. Of these, the editors and the macOS port were released during the Alpha stage. The Beta was never officially released as the game left Alpha, and the game was instead launched directly into its Gold version. The final version of the game includes tools for sharing user-generated content (on Steam), a complete story mode, and same computer co-op multiplayer. Unlike the alpha, the main game's engine is powered by Autodesk Stingray (as opposed to the in-house engine DaisyMoon). The macOS and Linux ports were ultimately scrapped in favor of prioritizing networked play. The game was ported to the Xbox 360 and Xbox One by Fatshark. This version of the game has not been updated since release. Reception Cobalt received "mixed or average" reviews, according to video game review aggregator website Metacritic. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Survival_game] | [TOKENS: 1896]
Contents Survival game Survival games are a subgenre of action games which are often set in hostile, intense, open-world environments. Players generally start with minimal equipment and are required to survive as long as possible by finding the resources necessary to manage hunger, thirst, disease and/or mental state. Many survival games are based on randomly or procedurally generated persistent environments; more recently, survival games are often playable online, allowing players to interact in a single world. Survival games are generally open-ended with no set goals and often closely related to the survival horror genre, where the player must survive within a supernatural setting, such as a zombie apocalypse. Gameplay Survival games are considered an extension of a common video game theme where the player character is stranded or separated from others and must work alone to survive and complete a goal. Survival games focus on the survival parts of these games, while encouraging exploration of an open world. Some gameplay elements present in the action-adventure genre—such as resource management and item crafting—are commonly found in survival games and serve as central elements featured in games like Survival Kids. At the start of a typical survival game, the player is placed alone in the game's world with few resources. It is not uncommon for players to spend the majority or entirety of the game without encountering a friendly non-player character; since NPCs are typically hostile to the player, the emphasis is placed on avoidance, rather than confrontation. In some games, however, combat is unavoidable and provides the player with valuable resources (e.g., food, weapons, and armor). In some games, the world is generated randomly so that the player must actively search for food and weapons, often provided with visual and auditory cues of the types of resources that may be found nearby. The player character typically has a health bar and will take damage from falling, starving, drowning, contact with fire or harmful substances, and attacks by monsters that inhabit the world. Other metrics related to the player-character's vulnerability to the game world may also come into play. For example, the survival game, Don't Starve, features a separate hunger gauge and a sanity meter, which will cause the death of the character if allowed to deplete. Character death may not be the end of the game, however – the player may be able to respawn and return to the game location at which their character died in order to retrieve lost equipment. Other survival games use permadeath: the character has one life, and dying requires that the game be restarted. While many survival games are aimed at constantly putting the player at risk from hostile creatures or the environment, others may downplay the amount of danger the player faces and instead encourage more open-world gameplay, where player character death can still occur if the player is not careful or properly equipped. Survival games are almost always playable as a single-player game, but many games have been designed to be played in multiplayer, with game servers hosting the persistent world that players can connect to. The open-ended nature of these games encourages players to work together to survive against the elements and other threats that the game may pose. When there are no opposing players within the same world, this dynamic is often referred to as player versus environment or PvE, whereas when opposing players are present within the same world, it is known as player versus player or PvP. This generally leads to players forming alliances, constructing fortified structures and working together to protect themselves from both the dangers presented by the game's world and the other players' characters. Many survival games feature crafting; by combining two or more resources, the player can make a new object, which can be used for further crafting. Other games can use just one resource to make another, like Subnautica. This enables gameplay where the player collects resources to craft new tools, which in turn allow them to obtain better resources, which can then, again, be used to obtain better tools and weapons. A common example is the creation of pick-axes of various levels of hardness: wooden pick-axes may allow stone to be mined but not metallic ores; however, a pick-axe made from collected stone can be used to mine these metallic ores. The same concept applies to weapons and armor, with better offensive and defense bonuses provided by items made from materials which are more difficult to acquire. The crafting system often includes durability factors for tools and weapons, causing the tool to break after a certain amount of usage. Crafting systems may not give the player the necessary recipes for crafting, requiring for them to be learned through experimentation or from game guides. There is rarely a winning condition for survival games: the challenge is to last as long as possible, though some games set a goal for survival time. As such, there is rarely any significant story in these games beyond establishing the reason why the player character has found themselves in the survival situation. Some survival games provide quests, which help the player learn the game's mechanics and lead them to more dangerous areas, where better resources can be found. Because of the open-world nature and crafting systems, some games allow for user-made structures to be built. Minecraft, for example, allows players to place blocks to construct crude shelters for protection, but as they gather more resources and readily survive, players can create massive structures from the game's building blocks, often modeling real-world and fictional buildings. Survival games typically feature non-replenishing resources, though the player can take steps to allow new resources to generate. For example, in Terraria, chopping down a tree will eliminate that tree, but the player can replant seeds, allowing new trees to grow. Presentation and mechanics Many survival games are presented in the first-person perspective to help immerse the player in the game. Other titles use other methods of presentation: games like Terraria and Starbound are presented in two-dimensional side views, while Don't Starve uses sprites rendered in a three-dimensional isometric projection. Furthermore, while survival games are considered action games, there are other genres that feature the survival theme, such as the turn-based role-playing games Dead State and NEO Scavenger, and the story-driven first-person shooter series S.T.A.L.K.E.R.. Survival mechanics, particularly resource gathering, hunting, and crafting, have also been incorporated into games in other genres, such as 2013's Tomb Raider and the Far Cry series. History In a general sense, survival elements have been around since the beginning of the video game industry. The basic concept of survival can be found in sports video games (as early as Pong in 1972), fighting games and adventure games, while survival scenarios can be found in classic arcade action games (such as Space Invaders in 1978 and Pac-Man in 1980) and survival horror games (such as Resident Evil in 1996). A more specific modern survival game genre began to emerge in the 1990s, but was not clearly defined until the early 21st century. An early example of the survival game genre is UnReal World, which was created by Sami Maaranen in 1992 and is still in active development. The rogue-like game used ASCII graphics and placed the player in the harsh conditions of Finland during the Iron Age. Unlike traditional Roguelike games, where there was a goal to reach, UnReal World's only goal was to survive as long as possible against wild creatures and the dangers that the snowy weather created. Another early example of the survival game genre is the Super Nintendo Entertainment System game SOS, released by Human Entertainment in 1993. Stranded (2003) was a simple 3D survival game with a concept very similar to modern survival games. Wurm Online contains elements that have ultimately influenced a number of survival games.[citation needed] Being a massively multiplayer online role-playing game (MMORPG), the game sets players as characters in a medieval setting, allows them to terraform the land, create buildings, and effectively develop their own kingdoms. Rolf Jansson and Markus Persson began the initial development of the game in 2003, and although Persson left around 2007,[ambiguous] the game is still in active development. Persson became instrumental in developing Minecraft, which many[who?] consider to have popularised the survival game genre. From its initial public release in 2009, Minecraft focuses on resource-gathering and crafting in a procedurally-generated world, and requires the player to defend themselves during night cycles while gathering resources at other times. Another key title in the survival genre was DayZ. It was originally released as a mod for ARMA 2 in 2012, but was later released as a standalone game, making over $5 million in one day once it became available. The game sets the players in the aftermath of a zombie apocalypse, where they must avoid hordes of zombies while scavenging through the remains of human civilization for resources. As a result of the financial success of Minecraft and DayZ, numerous titles of the survival genre were released from 2012 onward. Some[who?] believe that the market has become saturated with titles based on the same post-apocalyptic setting, clones of more popular titles, and titles released as a quick attempt to make money using early access models. The research firm SuperData estimated that survival games brought in over $400 million in revenue over the first six months of 2017, making the genre one of the largest markets in the video game industry. See also References
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