Description
AP - Advancement Points
You begin weakened. Every vanilla advancement you complete pays out Advancement Points, and you spend those points to build yourself back up and then past what vanilla ever gave you.
Advancements are worth something now
All 126 vanilla advancements are sorted into five tiers, each with its own color and payout:
| Tier | Value | Count | Total |
|---|---|---|---|
| Blue | 1 AP | 15 | 15 AP |
| Green | 2 AP | 27 | 54 AP |
| Yellow | 3 AP | 31 | 93 AP |
| Red | 4 AP | 43 | 172 AP |
| Purple | +1 max heart | 10 | 10 hearts |
Purple advancements skip the currency entirely and hand you a permanent extra heart on the spot. Ten of the hardest challenges in the game, ten hearts.
A second inventory tab
Your survival inventory gains a Status tab right next to it. It shows your current AP, all four upgrades with their tier bars, and a button straight into the advancement screen. No commands, no extra items, no separate GUI to remember.
Four things to upgrade
| Stat | Start | Fully upgraded | Steps |
|---|---|---|---|
| Max health | 3 hearts | 10 hearts | 14 |
| Hunger | 3 shanks | 10 shanks | 14 |
| Air | 3 bubbles | 10 bubbles | 7 |
| XP gain | 20% | 100% | 4 |
Hearts always cost exactly twice what the equivalent hunger upgrade costs, so hunger is the cheap way in and health is the long term investment. Stack the ten purple hearts on top of a fully upgraded health bar and you finish at 20 hearts, double vanilla.
The math actually closes
334 AP available, 334 AP worth of upgrades. Clear every advancement, buy every upgrade, and you land on exactly zero points left over. Nothing is wasted and nothing is out of reach.
A readable advancement tree
The advancement screen is color coded to match. Anything still open gets a border in its tier color with the AP value in the corner. Once you finish it the color drops away and the number stays behind in grey, so you can see at a glance where the points still are. The tree grid is widened so the borders never collide.
Systems that keep up
- Hunger scales properly. Below 10 shanks, every hunger driven mechanic scales with your actual maximum instead of assuming vanilla values.
- Saturation follows your cap. Three shanks means at most three saturation.
- XP throttling is fair. Your multiplier applies to incoming XP, and the fractional remainder is rolled as a chance so single orbs never silently round down to nothing at 20%.






