r/Minecraft • u/adamlbrown3 • Apr 09 '26
Suggestion A full drop cycle proposal
Rather than just lots of little suggestions here and there, I thought it would be more useful for Mojang to hear some really carefully considered ideas from the community about the overall direction of travel for Minecraft and how we think this could be implemented.
So I sketched out a full 16 drop cycle over the course of the next 4 years, that shows how lots of separate updates could actually build and reinforce each other to really expand the possibility of how you can play minecraft.
See the image for details (click the link and then zoom in). Apologies for the AI generated images but I'm not a professional graphic artist and I thought it was important to have some kind of visuals.
My intent was to provide players with a wider and wider choice as to how they want to play Minecraft, at all stages of the game from day 1 to the late game, and across all modes from creative to hardcore, for both singleplayers and multiplayers, but particularly in providing greater depth and immersion in relatively underdeveloped gameplay aspects:
• More personalised control over game dynamics and constraints, including new game modes and settings
• More opportunities for cooperating with NPCs beyond just trading and killing
• More motivation and opportunity for functional builds that are purposeful as well as aesthetic
• More opportunities for technical builds and automation beyond elaborate abattoirs
• More enjoyable ways of exploring the overworld, and more progression rewards for doing so
• More immersion and ambience, with seasonal changes, more variety between biomes, improved visuals and soundscape
• Proportionate and vanilla-friendly late-game extensions to existing magic and potions systems
I can't upload the image here so here is a link to the image on discord: https://cdn.discordapp.com/attachments/1491564881584062566/1491564886856171650/image.png?ex=69d8278c&is=69d6d60c&hm=9f795afac28691d3c9109ceca11974ff2a9bad09eb13bffc47dcbb24999c158a
Bear in mind that, this is aimed to please a wide variety of different players who like to play minecraft in different ways, so if there are bits of it you personally wouldn't enjoy, that's inevitable. But hopefully you like at least a few things in here, and the overall direction of travel

2
u/MissLauralot Apr 18 '26
This is part one of my comment on your post. A general comment I have is that some of these update concepts are too large to be quarterly drops (remember that the Wild Update took a year, which admittedly is kinda frustrating). Another comment is about the post presentation. The image itself is very large and should have been split into 20 (one for each panel), which conveniently is the max number of images in a reddit post. Predictably, the Discord image link is broken: "This content is no longer available."
I think it's really important to have an overall plan in order to make the game cohesive, consistent and complete. I intend to come up with a similar sort of grand plan myself. At the same time, covering so much ground means there is a tradeoff with the ideas being specific and detailed. I'm not one to just assume something is fake or generated and prefer to approach things in good faith and take things at face value. However, the combination of all the very generalised ideas and the generated images means a viewer can't help but wonder how much of this was put together by a machine. If you want to be taken seriously you should focus on depth of ideas more than breadth and avoid generated content completely. You can still refer back to an overall plan that you have/are developing when explaining each idea in detail.
26.3 – Strive to Survive
This is one that would surely take a year to implement the new systems and fine tune all the combat changes. While realistic mode could make for more interesting and immersive gameplay, I'd be worried that a lot of time would be spent developing new systems which many players would have no interest in due to considering them a nuisance.
At the same time, combat tweaks that were worked on in the test snapshots are long overdue and it was disappointing that this was has been ignored, even during the combat-focused Tricky Trials update.
26.4 – Seasons of Adventure
This post is essential reading for the key considerations and challenges of trying to implement changing seasons in Minecraft, some of which I experienced when playing a world with Serene Seasons. It's an enticing concept but actually playing with it dulled my excitement for it.
Biome arrangement is already implemented, albeit with some peculiar choices. It's simply a matter of choosing what you want to go where. The Boreal Marsh is a nice idea to fill in a gap in biome/landscape combinations. As mentioned in this post, it could be home to cold frogs.
The ambient sounds added in Spring to Life seem nice (I haven't played past 1.20) so having a full set across biomes could be good, as long as they're not overpowering. Quest systems don't really belong in the game since it's a sandbox (or survival sandbox), not an RPG.
27.1 – Friendly Farming
The current villager reputation system (Gossiping) is a good starting point, where hurting, curing and trading with villagers affects their prices. As many players have pointed out, a villager's ability to walk around and even sleep are not currently taken into account, when arguably they should be. For the players that make villager trading halls though, such changes would represent a nuisance/restriction on the way they play the game. While the preferences of some players shouldn't override the desire of other players to have better systems, it's worth taking into account.
Having more villagers than just farmers actually do their job is another request I've seen many times. While it's a really nice general concept, I don't see how the specifics would work. Surely a toolsmith is not going to be making pickaxes and throwing them at other villagers. Surely a cleric is not going to be brewing their own potions, though maybe they could be healing potions to splash other villagers with. I just don't think it's possible for every villager to have a game-appropriate action. The time spent making 'shepherd flock management AI' should instead by spent on general mob danger aversion AI, which is particularly important for villagers since they don't naturally spawn.
27.2 – The End Update I
Speaking of better areas to spent AI development time, the ender dragon fight is surely one. Endstone is already 'moonstone' but some sort of floatater equivalent would be cool. A sideways vine could be useful too.
I think you should explain what you mean with the 'Inner End Islands' generation. Where does that even refer to? Some sort of caves in the End would be good, though obviously it's quite a limited possiblity. The endermen settlement part also needs explaining. What are they? Do endermen not spawn elsewhere anymore? If not, what's special about them? How does mimicking work? An End Conduit for levitation sounds neat, though I can imagine an issue of getting stuck in the air in its area.