This document specifies minecraft-multiplayer, a multiplayer game intended to be an identical twin of Minecraft 1.12.2, including the full set of game capabilities implied by that reference. It is for players who explore, build, craft, and survive together, and for server operators who host and manage multiplayer worlds.
The supplied Minecraft landscape image is visual inspiration for a block-built world with forested hills, pink blossom trees, stone peaks, and a blue waterfall. It does not define additional game capabilities.
The product is a multiplayer block-building game. Players explore worlds, gather, place, and break blocks, craft items, build or survive, and join multiplayer worlds to play together. Server operators host and manage multiplayer worlds. Durable player and server state must remain associated with the correct person across visits.
The current delivery includes a public entry, game and multiplayer destinations, server management, and identity verification. The game reference defines the intended breadth of the experience; this document does not enumerate or narrow the full Minecraft 1.12.2 capability set.
The ordered current page and access contract is: Landing (public, no identity required), World (Player, role-restricted), Crafting (Player, role-restricted), Multiplayer (Player, role-restricted), Servers (Server operator, role-restricted), and Login (public, no identity required). These names and access assignments are retained as supplied.
Players and server operators establish application identity before saving durable game state or managing servers, respectively, and verify identity when returning. Login is the public identity-access surface; protected work remains unavailable until identity is established and verified. Identity continuity does not itself define additional role permissions or shared-state visibility rules.
The application uses a React frontend, a shared FastAPI backend for application APIs and domain modules, MariaDB for application-owned persistent data, and Redis for the accepted shared caching, state, queue, or coordination need. These provisioned services support the accepted workflows; they do not add product capabilities.
Provenance labels: explicit means directly accepted from the user’s request; required_inference means indispensable mechanics specified by the Planning Scope to make that request usable. Acceptance statements describe observable outcomes without narrowing the full game capability set implied by Minecraft 1.12.2.
As a Player, I should be able to explore a world.
Provenance: explicit. Owner: World.
Lifecycle and access: After establishing identity and verifying it when returning, the Player enters a world and explores its terrain.
Acceptance: The Player can observe and move through the world; the resulting world context is available for continued play. If the world cannot be loaded, the Player receives a recoverable failure and can retry or return to the game entry.
As a Player, I should be able to gather blocks.
Provenance: explicit. Owner: World.
Lifecycle and access: In an active world, the Player performs a gathering action; the world and player-visible result reflect the action.
Acceptance: A successful action produces an observable result and the Player can continue exploring, building, or crafting. If the action cannot be applied, the Player receives failure feedback and can retry or continue in the world.
As a Player, I should be able to place blocks.
Provenance: explicit. Owner: World.
Lifecycle and access: In an active world, the Player chooses to place a block; the world reflects the resulting placement.
Acceptance: Successful placement is visible in the world and play can continue. If placement fails, the Player receives feedback and can retry or continue.
As a Player, I should be able to break blocks.
Provenance: explicit. Owner: World.
Lifecycle and access: In an active world, the Player performs a block-breaking action; the world reflects the result.
Acceptance: Successful breaking is visible and the Player can continue playing. If the action fails, the Player receives feedback and can retry or continue.
As a Player, I should be able to craft items and use them to build or survive.
Provenance: explicit. Owner: Crafting.
Lifecycle and access: The Player uses the crafting interaction in the context of game state; a successful craft produces an observable item result that can be used in play.
Acceptance: The Player can see the crafting result and continue to World to build or survive. If crafting cannot complete, the Player receives failure feedback and can retry or return to World.
As a Player, I should be able to join multiplayer worlds and play together with other players.
Provenance: explicit. Owner: Multiplayer.
Lifecycle and access: The Player enters Multiplayer, chooses a multiplayer world, and joins it. Other participating Players see and interact with the shared play outcome in that world.
Acceptance: A successful join results in shared play with other players and visible participation; each participating Player can continue playing. If joining or connection fails, the affected Player receives feedback and can retry or return to the multiplayer entry.
As a Server operator, I should be able to host and manage multiplayer worlds so Players can join and play together.
Provenance: explicit. Owner: Servers.
Lifecycle and access: The operator establishes identity and verifies it on return, then hosts or manages a multiplayer world. Players use Multiplayer to join and play together; the operator can observe the resulting hosted-world state.
Acceptance: A successful hosting or management action produces an observable world state that supports player participation. If the operation fails, the operator receives feedback and can retry or continue managing servers. Players receive a usable join outcome when the world is available, or a recoverable join failure when it is not.
As a Player, I should establish identity before saving durable game state and verify identity when I return.
Provenance: required_inference. Owner: Login.
Lifecycle and access: On first use, the Player establishes application identity before saving durable game state. On return, the Player verifies identity before resuming protected game work.
Acceptance: Successful establishment or verification permits continuation to the requested protected destination and keeps durable player state associated with that Player. Failure is visible and retryable; protected state remains unavailable until verification succeeds.
As a Server operator, I should establish identity before managing servers and verify identity when I return.
Provenance: required_inference. Owner: Login.
Lifecycle and access: On first use, the operator establishes application identity before server management. On return, the operator verifies identity before resuming protected server state.
Acceptance: Successful establishment or verification permits continuation to Servers and keeps durable server state associated with that operator. Failure is visible and retryable; protected server state remains unavailable until verification succeeds.
Provenance: required_inference, as defined by the accepted Planning Scope. The Player’s product context is a block-based world shared with other players. The Player’s goal is to explore, gather and place or break blocks, craft items, and build or survive, including in multiplayer play. The Player makes in-world and crafting decisions, joins multiplayer worlds, and participates in shared play with other Players. Success is observable through continued world play, visible block and crafting results, and successful participation with others. The Player establishes identity before saving durable game state and verifies identity on return.
Provenance: required_inference, as defined by the accepted Planning Scope. The Server operator’s product context is hosting and managing multiplayer worlds. The operator’s goal is to make worlds available so Players can join and play together. The operator acts on server/world management state; Players provide the corresponding join and play interaction, and the operator can observe the hosted-world outcome. Success is a hosted or managed world that supports player participation. The operator establishes identity before managing servers and verifies identity on return.
Muse: Bruno Simon. Headline: A block world built for shared play.
#C7DDF8; surface #F1E8D4; text #26352A; primary #456B3D; accent #D995B8; muted #71808A.Build the public Landing hero around a wide, low-poly mountain valley spanning the first screen: forest-green terrain, pink blossom trees, stone peaks, and a blue waterfall beneath a blue sky. Set the game title in large Fredoka type on a cream block beside the scene. Place the square, labeled World, Crafting, Multiplayer, and Servers controls in a compact row below the title, keeping every label and control fully visible at all supported viewport sizes. Use small block-shaped markers to show player presence on the multiplayer entry. The scene and controls present only accepted game destinations and multiplayer presence; they do not add behavior.
Interaction Model: Animated
Motion Tempo: expressive
Hero Dimensionality: webgl
Create a real-time WebGL/R3F hero scene of the block-built mountain valley: forested hills, pink blossom trees, stone peaks, and a blue waterfall. Compose the scene as the first-screen landscape with the title and controls beside it, not behind readable content. Use slow camera drift and small block movements; keep controls steady. With reduced motion enabled, present a usable static arrangement. The scene visualizes the accepted game world and adds no new game behavior.

A block world built for shared play
Explore, build, craft, and survive together.

A block world built for shared play
Explore, build, craft, and survive together.
No comments yet. Be the first!