A progression game built inside Minecraft.
DanceSkyblock combines long-form profession progression with equipment builds, exploration, crafting, Hunting, Sidekicks, automation, markets, events, bosses, and a six-chapter launch story.
Every profession is meant to become a game of its own.
Each canonical Skill progresses to Level 100 and connects into gear, regions, materials, recipes, NPCs, events, Collections, and other systems rather than existing only as an XP bar.
One Skyblock profile, many ways to progress.
These pages describe the approved Public 1.0 direction. They do not imply every feature is already live on the current hosted test build.
Progression
Skills, Island Level, Collections, Bestiary, Discoveries, story, and the long-form profile loop.
Explore Progression →Equipment
Armor, weapons, tools, six custom slots, Enchanting, Tuning, Mastery, Charms, and loadouts.
Explore Equipment →Hunting
Contracts, clues, traps, variants, Pursuit, trophies, regional encounters, and dedicated builds.
Explore Hunting →Sidekicks
Curated companions with Level, Bond, Affinity, Toys, cosmetics, Habitats, and utility.
Explore Sidekicks →Mobworks
Stagehands, Spawners, containment, industrial creatures, materials, and production progression.
Explore Mobworks →Markets
Shop, Bazaar, Auction House, direct trades, Island Shops, and the player-driven economy.
Explore Markets →Events
Event Calendar, Show Tokens, profession events, cooperative activities, seasonal content, and Rhythm.
Explore Events →Systems should create reasons to use each other.
Creature drops feed recipes. Recipes create equipment. Equipment opens stronger content. Professions discover materials. Markets move those materials. Events revisit old regions. The Guide ties the loop together.