Welcome to our new article!
A year and a half ago we released CloudUltraAnarchy, and it is still our best-selling build. But we never abandoned it: we rewrote plugins, changed the world and added things neither we nor other studios had. By now so many changes have piled up that calling it an "update" would be dishonest.
So meet CloudUltraAnarchy+. The biggest build in the studio's history: 76 plugins, 16 of them written by us from scratch, 67 hand-drawn GUI menus, 153 item skins, our own world generator and four 3D bosses.
This is not the old "Ultra" with a couple of new buttons. It's a different build on the same foundation: a different world engine, different bosses, a different spawn, a different event system.
If you don't want to read on, here is a short list of what's new in the "+" version:
A custom Iris world generator: rifts across the whole map and tentacle bridges between the rift walls
Four 3D bosses with staged unlocking: until you kill the previous one, the next stays locked
Cthulhu with 6,000 HP, six phase skills and a custom boss bar
An orb system: stones and shards drop from any event, not just one
An event manager with a player vote every three hours: 8 events in the vote, plus "Black Pearl" on its own cycle, and the same event can't come up twice in a row
Seven pets on 3D models that follow their owner
"Them" mobs: three types, spawning on the surface at night
153 skins for armor, swords, axes, pickaxes, bows, crossbows, shields and totems
Eight donor ranks with a new mythological lineup: GRIFFIN → KRAKEN
Our own friends window with online status and teleport
Duels and arenas with a fully translated interface
Music at spawn: a looped original track
Mines, crates, an auction, clans, a battle pass, passive skills, unique enchantments
16 custom crafting menus
TNT with an upgrade tree and six special modifications
Region and ender chest upgrades through our own plugins
and that's far from everything.
The world. We dropped vanilla generation and built our own world on Iris: 4000×4000 blocks, unlike anything you've seen in anarchy servers.
A rift runs across the whole map from edge to edge: almost 86 thousand columns dropping into the void. Between the rift walls are stretched 110 tentacle bridges of four shapes, their ends grown into the rock. Another 207 tentacles stand underwater, bigger than the land ones and growing straight from the seabed.
The world is fully pre-generated and checked for integrity: 75,971 chunks, zero errors. Players won't run into empty chunks or fall through the world.
Teleports are tuned to the map size: the near RTP works within a ±1500 radius, the far one drops players in a ring of 1200-1900, and teleports to players and bases go up to ±1800. Nobody ends up outside the world border.
Spawn. Built separately for this build rather than carried over from the previous one. The plaza holds every spot a player runs around spawn for in the first half hour: NPC merchants, crates, the mine, the arena, the auction, the buyer, the alchemist.
When a player enters spawn, music starts: a looped track built into the resource pack. It runs through a separate plugin, with no mods and no resource pack fiddling on the player's side.
Menus. The build has 67 hand-drawn GUI menus: not vanilla chests filled with items, but full drawn panels with buttons. The main menu opens everything you'd usually run around spawn for: the store, donations, events, bosses, crafts, skins, customization, pets, friends, clans, duels, help.
All menus are built on a single pixel grid: 16×16 cells, an 18-pixel step, with the glyph aligned to the row count. No button "floats" or drifts: the geometry was measured pixel by pixel, not by eye.
The build comes with templates so you can draw your own menus in the same style.
Orbs. A separate progression system: stones, shards, unique orbs and cores. A stone grants an effect, an orb is assembled from stones, and the Enchanter at spawn handles assembling and upgrading.
The main difference in the "+" version: stones drop from any source. From the tomb, from airdrops, from the volcano, from the ship, from all four bosses, from all four crates and from regular mobs. We didn't tie orbs to a single event, because then the whole system lives only as long as players don't get bored of that one event.
Pets. The fifth customization section, which the original "Ultra" didn't have. Seven pets on 3D models: raven, owl, boar, brood, spider, guardian, orc.
A pet follows its owner, teleports if it falls more than 22 blocks behind, doesn't push, is invulnerable and is removed when the player leaves the server. It's given through the menu and dismissed with a single button.
"Them" mobs. Three types of hostile mobs on custom models: warrior, archer and sorcerer. 100 HP, 8 damage. They spawn at night, on the surface, above level 50, with their own drop table.
Night in this build is no longer safe.
Item skins. 153 skins: armor, swords, axes, pickaxes, bows, crossbows, shields and totems. They are applied through the GUI menu: nine separate windows, one for each type of gear.
All skins were redrawn for this version of the build: 10 armor sets of 4 pieces, 15 shields, 14 totems, 13 bows with four draw frames.
Customization and looks. A resource pack wardrobe: hats, capes, bags, balloons, sticks. Prefixes, titles, nickname gradients, interface customization to taste.
Ranks. Eight paid tiers with a new mythological lineup:
GRIFFIN → MINOTAUR → CYCLOPS → CERBERUS → BASILISK → DRAGON → HYDRA → KRAKEN
The base group is called PLAYER, and it isn't left out: donations in this build give extra commands and conveniences, not an edge in combat. Every rank comes with its own gear set, and the mid-tier ranks have shared kits for a rank group.
All names, icons, prefixes and glyphs in the pack are brought to a single lineup. In the original build the images and texts drifted apart; here they don't.
Economy and stores. A regular shop, a server store with five categories, a player-to-player auction, a buyer, mines with access levels, four crates (regular, gold, donor, cosmetic), daily rewards and online-time rewards.
The server store has nine Cthulhu items, 13 unique enchantments and TNT with a full upgrade tree: power (10 levels, and at level 10 it breaks obsidian), radius (10 levels), explosion effects and six special modifications: Hell Crater, Trap, Homing, Depth Charge, Ice Bomb and an Antimatter Charge that destroys absolutely any block.
Crafts. 16 custom crafting menus: obsidian, slime, iron ingots, golden apples, crystals, fireworks, heart of the sea, shield, Ares and Poseidon potions, protective matter, orb casing, battle pass, casting, explosives. Every recipe is a drawn window, not a line in /recipe.
Social. Our own friends plugin with its own 54-slot window: friends' heads with online status, left click to teleport, right click to remove, a separate requests tab and a toggle for accepting teleports. Clans, duels with kit and arena selection, queues and bets, player bounties with the option to start a hunt on anyone.
The duel interface is fully translated: queue, bets, pages, arena statuses.
Progression. Passive skills, unique enchantments, talismans, a battle pass with quests, and region and ender chest upgrades through our own plugins.
Performance. The build is cleaned up: unused plugins removed, configs run through an audit, world and mob parameters locked in. We ran a profiler separately and narrowed the load, so the build holds its online without TPS drops.
Before every start, configs go through an automatic audit: menu slots against window sizes, links to 3D models, head base64 strings, YAML syntax. So you won't get a build where half the menus fall apart on day two.
Events. The build has 9 events, and they don't run randomly: eight of them are managed by our CloudEventManager, while "Black Pearl" comes up on its own cycle, 3 hours after the previous ship leaves.
Every three hours a vote opens, and players choose which event to launch. The vote stays open for 15 minutes, with announcements 3 minutes, 1 minute and 10 seconds before the start. If nobody votes or the votes are tied, the event that hasn't run for the longest time starts. The event that ran last doesn't take part in the next vote, so the same event can't run twice in a row.
Strictly one event at a time. Boss cycles don't overlap, and players aren't torn between two events at opposite ends of the map.
Event: "Volcano"
An eruption with a timer: 15 minutes until the start and another 5 minutes until the crater opens. Whoever manages to descend takes the reward, and whoever lingers stays in the lava.
Event: "Tomb"
An ancient pyramid with traps and chests: the deeper you go, the more valuable the contents.
Event: "Rift Cargo"
Airdrops of three rarities, falling in all dimensions. You have to reach the crate first, and then hold it.
Event: "Death Chest"
Two variations, regular and advanced, with different drop chances and online thresholds.
Event: "Black Pearl"
A ship with locked barrels: lockpicks open them at 50, 75 and 100%, and a treasure chest waits in the hold.
Event: Boss "Boreal Druid"
An easy 2500 HP boss, an introduction to the mechanics. First in the chain: until he's killed, the other arenas stay locked by permissions.
Event: Boss "Robo-Piglin"
A mechanical 3000 HP boss. Unlocks after the Druid and needs more than one player.
Event: Boss "Bone Dragon"
The third step of the chain, on a separate arena. The dragon has less health, 1200 HP, but the nastiest arsenal: explosions from 85%, a beam from half health and a starfall over the last 30%.
Event: Boss "Cthulhu"
6,000 HP, 30 damage, boss bar visible from 100 blocks away. Six additional skills kick in as health drops: from 95%, a chaotic lightning storm across the whole arena; from 90%, an army of drowned with tridents, which Cthulhu then absorbs to heal; from 88%, madness (blindness, nausea and slowness for 20 seconds); from 75%, an area explosion charged over 5 seconds; from 65%, "Gaze of the Abyss", a beam from the maw that tracks the nearest player. Between skills there is a shared 10-second cooldown, so players always have a window to attack.
Bosses unlock one after another: kill the Druid and the Piglin opens, and so on up to Cthulhu. Until a boss is beaten, the menu shows it as locked and the warp to its arena is closed by permissions. The server gets progression, not "everyone rushed to the final boss on day one".
Bosses can't be damaged by other mobs: if something other than a player hits the boss, the damage is canceled. Pets, allies and stray skeletons don't ruin someone else's fight.

What's included. A fully configured server: worlds, plugins, resource pack, all menus, all configs, free installation on your hosting and a guide you can use to edit the build yourself, without us.
CloudUltraAnarchy+ is the ceiling of what we can do today. If you're opening an anarchy server and want players to stay longer than the first week, this is for you.