High-performance Minecraft cores under a single standard: packet-first, config-deep, and built to scale. Dungeons is live; Prisons and Factories unlock as they ship.
Fully packet-based, asynchronous architecture that simulates mobs, damage, and
progression so TPS stays rock solid no matter how many players are grinding.
Everything is YAML-configurable. No Java required.
Fully packet-based & asynchronous core
Configurable dungeon zones with mob tiers & stages
Unlimited custom economies with async batching
YAML-defined custom enchants & passive effects
Tiered dungeon swords with crystal slots
Crystal socket system with stat boosts & progressive unlocks
Supported versionsMinecraft 1.21.4 to 26.1.2·Modern Paper-style servers·Public preview online
Everything you need to create your dream dungeon server
Phantom Dungeons is built for Minecraft dungeon tycoon networks. The async core
delivers performance by simulating entities and client visuals via packets, not by spawning real server-side mobs.
Packet-based dungeon worlds
Zone Module
Create fully configurable dungeon zones with packet-simulated mobs, tiered stages,
and custom spawn locations. Killing mobs awards currencies and re-spawns mobs
asynchronously, without touching real Minecraft entities.
Unlimited zones, each with their own mob tiers & stages
Packet-based mob spawning with zero server-side entity lag
Per-zone spawn points set with an in-game wand tool
Per-kill currency or commands
Infinite currencies, zero limits
Economy Module
Drop a YAML file and instantly have a new currency. Every economy is fully async
with transaction batching, so thousands of concurrent balance updates cost next to nothing.
Unlimited custom currencies defined in YAML
Async transaction batching
Physical withdraw items redeemable by right-clicking
Tiered progression weapons
Sword Module
Players wield custom dungeon swords that grow with them. Configure tiers with
different skins, damage values, and unlock costs. ItemsAdder support, dynamic lore,
and sticky-item mode included.
Configurable tiers & skins with ItemsAdder support
Sword crystals integration
Dynamic lore updates configured to your liking
Sticky-item mode: prevent accidental drops, moves, or hotkeys
Config-driven custom enchants
Enchants Module
Build entirely custom enchants from YAML. Each enchant defines its own trigger,
chance, level scaling, actions (damage, fire, particles, holograms, sounds, potions),
and cost. Passive effects apply automatically when the sword is held.
YAML-defined enchants with a rich action system
Passive effects: attack speed boosts, potion effects per level
Active triggers: on hit, on kill, on swing (or integrate your own)
Upgradeable via in-game menu using configurable currencies
Socketed stat-boosting gems
Crystals Module
Physical crystal items socket into configurable sword slots for permanent stat
bonuses like damage multipliers, attack speed, crit chance, and more. Slots unlock
progressively; extraction can preserve or re-roll stats.
YAML-defined crystal types with custom stats & tiers
Progressive slot unlocking via level, currency, or zone stage
Configurable extraction: preserve or re-roll boost & success rates
Optional add-ons · zero bloat
Sub-Modules
Enable only what your server needs. Each sub-module toggles in
modules.yml with zero overhead when disabled.
01 · Boosters
Boosters Module
Stackable economy multipliers for any currency, damage, or attack speed. Permanent and temporary boosters stack together.
Permanent and temporary, fully stackable
Applies to economy, damage, or attack speed
Configurable prefix & display format per currency
02 · Wands
Wands Module
Custom admin wands for zone setup and player interactions. Uses, trails, hit effects, and sounds. All YAML.
Configurable uses, damage & attack speed
Trail & hit particle effects with sounds
Math expression support for dynamic scaling
03 · Withdraw
Withdraw Module
Convert any currency into a physical item players can trade, store, or redeem by right-clicking.
Per-currency withdraw items
Configurable min/max amounts & cooldowns
04 · Masks
Masks Module
Cosmetic masks on the head without occupying the helmet slot, via packet equipment spoofing. Per-mask buffs supported.
Configurable lucky blocks with their own rewards, commands, and unlock requirements. Entirely YAML.
Weighted loot tables with per-entry chance
Supports currencies and commands
06 · Perks
Perks Module
Ticket-based perks that attach to the sword. Weighted pools, levels (I to V), pity-luck, one active perk at a time.
Ticket rolls with weighted rarity & pity-luck
Rerolls replace the current perk
Passive boosts for damage, attack speed, economy & enchants
07 · Totems
Totems Module
Permanent instance-based boost items in a personal reservoir. Roll stats, level through play, merge tiers, equip skins.
Personal reservoir with equip slots & storage limits
Rolled boosts that grow with totem XP
Tier merging and skins for long-term progression
08 · Companions
Companions Module
Zone-linked companion eggs. Collectible, equipable companions that boost currencies, with shops, rarities, and fusion per zone.
Per-zone egg shops with stage-based pricing
Normal, Shiny, Rainbow & Void tier progression
Fusion and upgrades for collection goals
09 · Crystals
Crystals (also core path)
Also listed as a focused sub-system: physical gems, progressive slots, extraction rules. Same engine as the Crystals module above.
Physical crystal items
Unlock via level, currency & zone stage
Public preview access · Dungeons
Jump into the live preview server and test the core for yourself.
Connect to the public Phantom Dungeons preview server, feel the combat loop,
inspect the menus, and see the progression systems in a real environment before you buy.
Each series core gets its own preview when it ships.
Source and owner deals are handled manually so rights, support length, and access can be confirmed before anything is transferred.
Configuring something specific? The
Dungeons docs
cover YAML, enchants, placeholders, and the APIs. Same material we use when answering tickets.
Stuck mid-setup? Ping us on
Discord.
Coming soon · included in series
Phantom Prisons
Prison progression that stays smooth under real load.
The next core in PhantomSeries. Same packet-first, config-deep standard as Dungeons, focused on mines, pickaxes, rankups, and economy loops for high-population prison servers.
Subscribers get it when it ships. No extra charge.
Packet-oriented mine & block systems (series architecture)
Pickaxe progression designed for long grind loops
Rankup / prestige-style advancement
Economy & autosell-style loops that keep players mining
Each core has its own preview, not shared with Dungeons.
AccessPlanned public
VersionsTBA at launch
Planned system surface
Exact module names and YAML shapes will match the shipping build. Below is the product
direction, not vapor-feature padding. When Prisons launches, this view becomes a full
module stack like Dungeons.
MinesPacket / async mine systems
Core loop
Mines
Player-facing mine experiences built for busy servers: resets, themes, and progression hooks without main-thread world thrash.
Designed around high concurrent mining
Config-driven mine definitions
Fits the same performance bar as Dungeons zones
Progression tool
Pickaxes
Long-term tool progression as the prison equivalent of Dungeons swords, with enchants, upgrades, and server economy hooks.
Upgrade paths tied to your economies
Configurable progression depth
Built for retention, not one-and-done tools
RankupsPrestige path
Advancement
Rankups & prestige
Clear rank ladders and prestige-style resets so prison networks have readable long-term goals.
Instant rankup-style flows
Prestige / reset progression
Milestone rewards for retention
EconomyAsync currencies
Economy
Currencies & sell loops
Same series philosophy as Dungeons economies: async-friendly currencies and sell loops that keep mines moving.
Multi-currency friendly
Autosell-style loops
Designed to pair with series billing (one login)
Modular by design
More systems as Prisons ships
Expect a Dungeons-style module list (boosters, menus, cosmetics, etc.) documented as each system is finalized, not invented here in advance.
Series DNA
Packet-first
Same performance standard as Phantom Dungeons. Features must not tank TPS.
Series DNA
YAML-first
Configure progression and balance without recompiling Java for every pass.
Series DNA
One subscription
When Prisons launches, active series subs get access. Existing founders keep their locked rate.
Coming soon · included in series
Phantom Factories
Industry servers, engineered as a first-class core.
The third series core: production lines, automation, and long-term industry progression.
Not a side plugin bolted onto something else. Same platform, same login, same subscription.
Factory lines & recipe-style production
Automation / throughput progression
Resource economies that sink and source cleanly
Config-first systems aligned with series architecture
Per-core previews keep gamemodes isolated for honest testing.
AccessPlanned public
VersionsTBA at launch
Planned system surface
Factories is in the series roadmap. These sections describe product intent so the
marketing site stays honest. Detailed feature bullets will match the shipping build.
LinesProduction flow
Core loop
Production lines
Configurable production flows players invest in over time (input, process, output) as the factory equivalent of dungeon zones.
Line-based progression
Config-driven recipes / stages
Built for long session retention
AutomationThroughput
Scaling
Automation
Throughput and automation upgrades so industry servers reward investment without manual click-spam forever.
Automation as progression, not a free win
Performance-aware design
YAML-balanced economy sinks
EconomyResources
Economy
Resource economies
Resource chains that create real server markets, consistent with series multi-currency design from Dungeons.
Multi-resource friendly
Pairs with series async economy patterns
Long-term industry goals
Series platform
Same roof as Dungeons & Prisons
One account. One plan. Factories expands what you already own. It does not invent a third checkout.
Access
Series included
Active standard series subs and locked founders both receive Factories at launch.
Docs
Ships with documentation
Like Dungeons, Factories will get module guides and YAML references under PhantomSeries docs.
Quality bar
No Franken-plugin
First-class core, not a bag of public plugins rebranded as a "factory suite."
One login. Full series.
Dungeons is live. Prisons and Factories expand the same subscription. New subscribers join at the standard $19.99/mo rate.
Packet-firstYAML configModular1.21.4 to 26.1.2
Choose your package
Start with the Phantom Dungeons plugin under the series plan, or choose a source package
if you need deeper control. Source packages live on the Dungeons tab above.
Series · Core plugin
$19.99 /mo
Standard series subscription. Full access to Phantom Dungeons today and every core that ships under one login.
Original founders keep this locked rate for the life of their plan. Not available to new subscribers.
Price stays $14.99
Prisons + Factories included at launch
Existing founders only
Seats full
Early operators got rewarded.
Founders keep their $14.99 rate when Prisons and Factories launch — they just get more cores.
New subscribers join at the standard $19.99/mo rate.
Source Code ($450) and Owner Package ($TBD) are separate one-time buys on the Dungeons tab.
Build your dream Minecraft network.
Phantom Dungeons is live today. Prisons and Factories join the series as they ship.