The open sandbox is only half of it. An experience drops a goal, a challenge, or a whole new way to play on top of the world — you jump in, play it, and your own world is never touched.
Think of experiences as different games inside the game. Some are quick races against the clock; some are long, careful climbs. You start one from the in-game chat (open it with T or /), and when it ends you're back in your own world, exactly as you left it.
Today there are two official experiences — and they're only the beginning of what an experience can be: timed challenges, puzzle builds, survival gauntlets, co-op missions, adventure maps. Whatever someone can dream up.
A three-minute mining sprint. You're handed a stone pickaxe — now break the hardest rock you can find. Every block scores "work", and the hardest rock scores the most, so it's pure focus: crosshair on stone, never stop swinging. Most work when the buzzer goes wins. Runs on your world without changing it.
Start with nothing and race to the bottom of the world for your first Satori — the single rarest block in the game. It's a full survival climb: wood, stone, iron, diamond, then deep into fresh deepslate. The clock counts up, a lower time is a better run, and your first Satori rings the Genesis Block fanfare.
Start one in-game with /scenario hash-dash or /scenario satori-rush. Step-by-step guides live in the Learn journey; the full rules are in the Wiki.
Experiences won't just be ours. Soon you'll be able to design your own — set the goal, the rules, the world — and share them so anyone can play. Your challenge, running on someone else's screen, on the other side of the world — the same way you'll share a skin or a build.
See what's coming →