A place to settle.
A protected hub, personal claims, homes, local chest shops, a Skyhaven bank using your ender chest, and Java + Bedrock access.

From your first campfire to forgotten towers and guild rivalries. This is the Survival RPG we are building, one playable chapter at a time.
Last reviewed · Plans evolve with player feedback.Skyhaven and the Survival world are open. The first RPG chapter has just arrived and is ready for player testing.
Open the player guideA protected hub, personal claims, homes, local chest shops, a Skyhaven bank using your ender chest, and Java + Bedrock access.
Meet Skyhaven’s guides, follow the Chronicles quests, unlock delivery orders and face your first personal boss trial.
Five-player parties, private chat and ready checks are now available. Quest balance, party flows, bank access and saved hotbar controls still need player testing.
This is our intended order, not a release calendar. Each chapter is split into smaller updates and tested before the next layer is added.
A clear path from your first arrival to your first real achievement.
What we’re working towardsReady when a new player can arrive, settle in and finish the opening chapter without staff guiding every step.
Be the miner, smith, merchant or adventurer other players remember.
What we’re working towardsReady when gathering, crafting and trading support each other, and players can exchange valuables safely.
High-stakes adventures for players who deliberately enter them.
What we’re working towardsReady only after players understand the risks and we have tested protection against repeated targeting, exploits and unfair losses.
A world worth coming back to, without starting your life over.
What we’re working towardsReady in individual releases, with a stable world and a clear reason for each new system.
The Wilderness has open PvP and no safe zones. Skyhaven is the neutral meeting place. Building protection and combat protection are different.
Our neutral hub for shops, meeting friends and resting. No fighting or attacks from inside. You must be out of combat for 20 seconds before travelling back.
Explore, quest and encounter other players. Enter through one of 18 fixed routes, selected at random. Claims protect blocks and containers, but do not grant PvP immunity. Travel commands need 3 seconds standing still.
Contested resources and raidable outposts are planned. Raid windows, offline protection and clear objectives will be tested before any claim becomes raidable.
No raid protection for sale. No paid combat advantage. Raid and future loot-system rules will be explained before those features enter testing.
The smaller systems matter just as much. Explore the ideas behind the roadmap; these are planned improvements unless listed as available above.
An opening story that leads into regional chapters, side quests and repeatable work. NPCs should remember what you have done. We want mysteries, choices and rewards worth keeping alongside gathering and combat objectives.
Long-term gathering, production and combat progression inspired by the satisfaction of OSRS. Mining, woodcutting, farming and fishing should feed smithing, cooking and other crafts. Equipment creates different play styles; being useful should not depend on buying a rank.
Local shops plus a global market, buy orders, safe direct trades and crafting commissions. Clear prices and fees, offline collection and transaction history make trading easier. Minecraft currency stays separate from Discord Vora Points. No real-money gold or equipment sales.
Physical places in the Survival world, found through rumours, maps and exploration. Expect keys, puzzles, traps, checkpoints and boss rooms. Resetting an encounter must never erase a nearby player build. Solo adventures and group challenges each need their own rewards.
Distinct attacks, clear warnings and changing phases. World bosses will reward meaningful participation rather than only the last hit. Early ideas include a forest guardian, a ruined-forge sentinel and a storm creature defending an ancient tower. These larger encounters are concepts, not live content.
Party invites, shared objectives, guild permissions, bank history, milestones and diplomacy. Small guilds and solo players need worthwhile paths too. Private Discord spaces and linked accounts should support the game without making Discord mandatory to play.
The Wilderness has open PvP. Only Skyhaven is a safe zone; eighteen fixed, randomly selected arrival routes spread entry into the wilds. Raidable outposts remain a future feature: raid windows, offline protection and objectives need their own tests. Existing claims still protect builds and containers. Raiding should create a contest, not unrestricted destruction of someone’s work.
A quest journal with clear next steps, search in busy menus, useful item descriptions, inventory-safe hub controls, a missed-reward inbox, reconnect recovery, party wayfinding and adjustable notifications. Keep interactions readable on a phone or controller as well as a keyboard.
A build gallery using real player submissions, news, a working event calendar, guides and a clearer team page. Optional Minecraft–Discord linking, event reminders and support tickets should make community life easier. Public maps must respect homes and undiscovered locations.
Reliable saves, recoverable backups, protected claims and fair moderation come first. Check suspicious activity without punishing normal Java or Bedrock movement. Supporter ranks stay cosmetic, with no paid combat advantage, raid immunity or better loot. The euro shop preview compares Scout, Ranger and Warden, with companion concepts and future cosmetic collections. Sales wait until delivery works from start to finish.
A quest that felt confusing. A place worth exploring. Something you wish your guild could do. Tell us what would make Vora feel like your world.
We publish finished updates in News. A roadmap entry is a plan, not a promise of a release date.