The only question that matters
One more chest — or extract now?
Heat starts at zero and only rises. Every chest, kill, and minute feeds it. Three thresholds escalate the map against you. There is no timer; the run ends when you leave, or when the map wins.
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Walk in
Step off your island into the raid map. No queue — your gear comes with you.
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Loot
Chests in three visible rarity tiers. Materials and run items. Every open is more loot and more heat.
- Threshold I — tougher spawns
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Push deeper
The map is meaner now. Better chests sit further in. So does the way back.
- Threshold II — hunters track you
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Decide
Greed or safety. That tension is the whole game.
- Threshold III — siege waves
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Extract — or don't
Stand the pad: the haul lands in island storage. Die: the run's loot is gone. Your gear always comes home.
Between runs
The island gives loot a purpose
Spend materials on island tiers — bigger borders, better generators, flight at the top. Harder maps unlock as you climb. Vanilla gear crafting is gone: the Forge rolls armor and weapons with affixes that can slow heat itself.
- Loot-only death stakes Kit returns every time. The haul is the risk.
- Crowns Extraction payouts and cosmetics — trails, chat colors, decor. Never gates progression.
- A living hub Chat games, giveaways, leaderboards between raids.
On the map
The Anomaly is thick here
Raid maps are places where reality is tearing — Histerium energy pulling Anchor-world apart. Heat is how that pressure finds you. Extract before it wins.
First fracture site
Riven Close
A tight suburban cul-de-sac — street, park, a handful of houses — mid molecular breakdown. Skim the outer lots while they're still almost normal. Push the glowing core when you're ready to pay in heat.
No launcher, no mods
Play
- Minecraft Java Edition — 1.13 through current.
- Multiplayer → Add Server →
- Optional: hang out in Discord.