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Skyborne - The Great Quest - Minecraft Server

By N. Stevens

12.0% Funded

View on Kickstarter

Project Details

A Skyblock MMO where nothing is given — everything is earned.

Funding Stats

1,500
Goal (€)
178
Pledged (€)
3
Backers
12.0%
Funded

Important Dates

📅 Created: December 30, 2025 16:26
🚀 Started: December 31, 2025 17:15
⏰ Deadline: January 30, 2026 17:15

Location & Category

📍 Amsterdam, Netherlands (NL)

🏷️ Video Games

Links

Risks and Challenges

Risk 1: The project includes custom progression systems, multiplayer balancing, and a large quest framework, which increases development complexity. Risk 2: A persistent server requires ongoing maintenance, updates, and moderation. Risk 3: Custom plugins and large player counts can introduce performance issues.

Story

A multiplayer Skyblock MMO where progression, conflict, and cooperation shape the world. Skyborne: The Great Quest is a massively multiplayer Skyblock experience built around long-term progression, player interaction, and meaningful choice.

Imagine Donut SMP But Skyblock that is what this will be + more

You do not play alone in the sky.
You rise with others, compete against others, and build a place in a living world of islands, factions, trade routes, and conflict — all governed by a single, massive questline. 

Skyborne is a multiplayer-first Skyblock MMO where:
Every player starts small
Multiple islands exist simultaneously
Players can team up, trade, compete, raid, and specialize
Progression is locked behind The Great Quest
This is not isolated Skyblock grinding.
This is a shared world.

The World of Islands

Skyborne is made up of many islands, each with a purpose:

Presonal islands – your home, your progress 
Team islands – shared progression, coordinated builds
Conflict islands – PvP-enabled zones with rare rewards
Trade islands – player-driven economy hubs
Challenge islands – high-risk, high-reward content

The Great Quest is a server-wide progression system. Players unlock mechanics by completing the Server Shared Quest which unlocks new Personal/Team Main and Side quests Many mechanics are unavailable at the start.
Some quests require: Cooperation, Trading, PvP participation ,Team coordination. 

The main Quest line is designed to last in the beginning a year for everyone. If you play with a team the quests stay the same but become larger. 
Skyborne is designed for: Months of early and mid-game, Years of total progression, 
No wipes, No seasonal resets and most importand NO PAY TO WIN. Skyborne is uses Vanilla-Based Implementation Vanilla mechanics are preserved No excessive power creep, No instant unlocks,

  • No Pay to win shops
  • No infinite item sources
  • No injected currency
  • All value comes from: Player production, Player trade, Resource scarcity
  • The only thing that the public /shop will sell is the amount of items sold to the shop by the players.
  • Trading between players is also possible

    The economy is entirely player-driven
  • PvP is structured and optional (exept for some quests).
  • PvP only enabled on specific islands, places or events
  • Tied to quests and rewards
  • No random griefing
  • Gear and losses stay permanent in these zones

    PvP exists as a progression path, not a requirement.
     
Skyborne: The Great Quest is a long-term multiplayer project. Community involvement is essential to building and maintaining it.

Funding Support

Backing the project provides:
Server infrastructure
Development time for custom systems such as plugins and maps
Long-term maintenance and hosting for big servers is very pricy
Funding allows development to focus on quality and stability rather than short-term monetization.
And ofcourse paying our workers for their efforts:

Who We Need to Build and Run the Server

Backend / Plugin Developers / Programmers
Experience with Skyblock or MMO-style progression
Design and balance long-term quest systems
Ensure solo, team, PvP, and economy paths remain viable

Builders / World Designers
Design functional islands, hubs, and PvP zones
Focus on clarity and gameplay flow, not decoration only
Work closely with quest and system design

Moderators
Maintain server rules
Handle player disputes
Support a fair multiplayer environment

Graphic Designers / Video Editors / Animators
Kickstarter page visuals
Reward tier graphics
Logo, icons, UI assets
Island theme previews
Social media and Discord visuals
Kickstarter trailer
Gameplay showcase videos
Short clips for social media
Update videos during development

Marketing / Outreach 
Kickstarter promotion
Social media outreach
Content scheduling

Community Contributors (Everyone)
Documentation and guides
Wiki and knowledge base maintenance
Feedback aggregation from players

 

And visit our website and forum at skyborne.com
Join our Discord to: Follow development progress, Provide feedback and testing support, Apply for contributor or staff roles & Take part in shaping the server Becoming involved means contributing time, skills, and constructive input to a project designed to last for years.

Visit our Website

In Depth Server Explanation

Core Skyblock Foundation

Skyborne: The Great Quest is a multiplayer Skyblock server designed around long-term progression and persistent gameplay rather than short resets or fast rewards. The server is built to run for multiple years without wipes, which means progression systems, economy, and player interaction are all paced deliberately and designed to scale over time. The server is designed to function as a single connected world rather than isolated player islands, even though players maintain personal and or team islands.

At the center of the server is The Great Quest. This server-wide quest progression acts as a gate for all major systems. As the community completes global objectives, new mechanics, content layers, and progression paths become available to everyone. These global unlocks then enable or expand personal and team questlines, meaning individual progression is directly influenced by the collective progress of the server. Personal and team quests cannot advance beyond certain points until the server as a whole has reached the required global milestones. They can work on their island but they can not progress in quests.

In addition to personal and team islands, Skyborne includes a central server shop and trading hall. The server shop does not generate items on its own. Every item available in the shop must first be supplied by players. Players sell items to the shop using a sell command, and only the quantities that players have provided are available for others to purchase. When stock runs out, the item is no longer available until more players supply it again. This design turns the shop into a distribution layer rather than a source of creation. The server shop reflects actual player activity and production rather than bypassing it. Prices can be static or dynamically adjusted, but availability is always tied to real player supply. To prevent early stagnation while maintaining scarcity, Skyborne includes large public resource islands. These islands provide access to basic materials such as stone, dirt, and wood.

PvP exists as a structured and optional system. PvP-enabled islands are clearly separated from safe areas and are tied to specific quests and rewards. Participation in PvP can contribute to both personal progression and certain global objectives, but it is not mandatory for all players. This allows competitive and non-competitive playstyles to coexist.

In essence, Skyborne is a Skyblock server where the community unlocks the world together, resources are created and exchanged by players alone, and progression is earned through time, coordination, and contribution rather than shortcuts.

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