AUPvP Development Update: Alpha Results, New Features & What's Next
AUPvP has made significant progress throughout October, moving from early development and internal testing to our first successful multiplayer alpha test. View this article for more information.
3 November 2026 | Development Update #1
Original equipment study for AUPvP. Future arena previews will feature genuine in-game screenshots.
AUPvP has made significant progress throughout October, moving from early development and internal testing to our first successful multiplayer alpha test.
Over the past several weeks, we've been developing our own competitive PvP infrastructure, introducing new gamemodes, building a cosmetics economy, expanding our arena system and working on features that aren't typically available together on traditional practice servers.
Our first alpha on 30 October 2026 was an important milestone. Players were able to queue, fight, explore FFA, customise kits and provide feedback on the systems we've been building.
The test was successful, but it also revealed areas that need more work before a wider release.
This article covers what we've built, what we learned from testing, the new features we're developing and our plans for the next stage.
What is AUPvP?
AUPvP is a standalone competitive Minecraft PvP platform built for Australian and Oceanian players.
Developed under Inkwell Industries, AUPvP is being built as its own product, with independent branding, progression, ranks, cosmetics, competitive systems and community features.
Although AUPvP shares some infrastructure and development foundations with Inkwell, it is not simply another Inkwell gamemode.
Our long-term intention is for AUPvP to replace the existing Inkwell Practice experience when the next season begins.
We're concentrating on several core areas:
- Competitive unranked and ranked PvP.
- Multiple combat kits and gamemodes.
- Free-for-all arenas and dedicated FFA modes.
- Customisable kits and saved loadouts.
- PvP training against bots.
- Player statistics, ratings and leaderboards.
- Parties, direct challenges and spectating.
- Cosmetics, unlockable rewards and progression.
- Reliable match infrastructure and fast matchmaking.
- A dedicated website with player profiles and competitive information.
Rather than depending entirely on unrelated plugins for each feature, we're working toward a more integrated system where player progress, matchmaking, menus and game states operate consistently.
Development Timeline
October 13–16: Competitive Foundations
During the first half of October, development concentrated on getting the essential multiplayer systems working.
This included creating and testing instanced arenas, direct duels, queue admission, player inventory restoration and automated arena cleanup.
We successfully tested the ability to generate a match arena from a template, place players into a duel and release the arena when the match ended.
Work also progressed on ranked statistics and per-kit standings, alongside the systems responsible for saving match results.
These early tests established the foundation for the larger alpha.
October 22–29: AUPvP Takes Shape
Development then expanded into the full AUPvP identity.
We worked on separating AUPvP from Inkwell's existing progression and permissions, creating its own competitive branding, improving menus and preparing the first player-facing alpha.
Major development areas included:
- Dedicated AUPvP navigation and interfaces.
- Unranked queues and duel challenges.
- FFA selection and arena management.
- Kit editing and loadout management.
- Cosmetics, shields and armour trims.
- Player statistics and match history.
- Parties, spectator functionality and settings.
- AUPvP's website and visual identity.
This was also when we began organising the first larger player test rather than relying solely on internal checks.
October 30: First Multiplayer Alpha
On Friday, 30 October 2026, we ran our first semi-closed alpha testing session from 5 PM to 10 PM Adelaide time.
Players were invited to explore the Practice environment, test gameplay systems, report problems and suggest improvements.
We also provided testers with 1,000 coins to experiment with the developing cosmetics system, including shields and armour trims.
Feedback was collected through our testing channels and a dedicated feedback document.
The session was successful and gave us a much clearer picture of how the server behaves with real players interacting with different systems.
October 31 – November 3: Post-Alpha Development
Following the test, development shifted toward correcting reported issues and improving the overall experience.
Changes and ongoing work have included:
- Cleaner queue and gamemode selection.
- Improvements to saved-kit navigation.
- FFA exit and lobby-return behaviour.
- Better arena borders and out-of-bounds handling.
- Expanded cosmetics configuration.
- More consistent menu navigation and descriptions.
- Match recovery and player-state reliability.
- Development of PvP training bots.
- Continued work on custom kits and combat mechanics.
A significant amount of this work is still being tested. Not every change has reached the public server.
Alpha Testing: What Worked?
The strongest outcome of our first alpha was that the core competitive gameplay was functional and enjoyable.
Players were able to experience the systems we'd spent weeks developing, and feedback highlighted several things that were already working well.
Combat and Matchmaking
Players reported that combat felt smooth and responsive.
Queueing and match entry were generally quick, and the server could create arenas without requiring players to wait through long loading processes.
Positive feedback included:
- Responsive PvP combat.
- Fast unranked queue processing.
- Quick arena creation.
- Low waiting times between matches.
- Automatic potion functionality in supported kits.
- Working win/loss statistics.
- Convenient lobby navigation.
- Visible queue player counts.
These results were encouraging because they demonstrated that our approach to automated match creation could work during a real multiplayer session.
Kits and Player Customisation
Players were also able to experiment with custom kit editing.
The basic editing functionality worked during testing, allowing players to modify aspects of their loadouts rather than being restricted entirely to predetermined hotbars.
Feedback also identified improvements needed for saved-kit selection, menu sizing and certain editor interactions.
FFA and Navigation
FFA, parties and server navigation were part of the alpha experience.
Players could access different parts of the server through menus and commands, with the ability to return to the lobby after gameplay.
We also received useful feedback about navigation clarity, menu presentation and switching between different activities.
Issues Identified
The test wasn't without problems.
Some players experienced situations involving match transitions, spectator behaviour, arena boundaries, kit interfaces and player-state restoration.
Other reported issues included:
- Incorrect health or spectator information.
- Some players being able to access areas they shouldn't.
- Inconsistent inventory and kit interactions.
- Cosmetic purchases not always displaying correctly.
- Occasional lobby-return and transition issues.
- Inconsistent feedback during arena provisioning.
- Queue behaviour that needed further refinement.
We have been addressing these reports through the post-alpha development process.
The alpha was successful because the core gameplay worked, players could test the server properly, and we collected actionable feedback. It was not a final release test or proof that every system was production-ready.
New Feature: PvP Training Bots
One of our largest upcoming gameplay additions is PvP training against bots.
We're working on integrating a dedicated combat bot system into AUPvP, rather than introducing a basic NPC that repeatedly attacks the player.
The intention is to provide a training environment that players can use without needing another person online.
Planned Training Options
Our current development scope includes:
- Solo Training: Fight a bot using a selected combat kit.
- Aim Training: Practise landing consistent hits and improving accuracy.
- Combo Training: Improve hit timing, spacing and combo control.
- Movement Training: Practise positioning, strafing and movement.
- Adjustable Difficulty: Select bot difficulty appropriate to your skill level.
- Kit-Based Training: Use AUPvP's own supported combat kits against compatible bots.
The bot system is being developed to work alongside our existing kits and menus.
That means training should eventually feel like part of AUPvP, rather than a disconnected minigame.
We're also reviewing combat mechanics such as shield stuns and alignment accuracy as part of this work.
Training Without Disrupting Other Modes
Training must also integrate properly with the rest of the server.
A player should be able to finish a training session, leave early or disconnect without becoming stuck in a match state or losing access to queues and FFA.
This is an active development priority.
Status: In development. Training bots have not yet completed public acceptance testing, and we are not announcing a release date for them yet.
Custom Kits and Expanded Gamemodes
We're continuing to expand how players select and customise their combat experience.
AUPvP already has an editing framework and saved-loadout interfaces, but we're improving their usability and reliability.
Standard Competitive Kits
Our unranked selection is being organised around established PvP styles, including:
- Sword
- Spearmace
- Mace
- Crystal
- Diamond SMP
- Diamond Pot
Additional supported kits and more experimental gamemodes are being separated into their own sections.
The intention is to make the main competitive modes easy to find instead of filling every menu with unrelated options.
Saved Loadouts
The kit editing system is being refined to make it easier to organise equipment, save layouts and manage preferred hotbars.
Development includes compact preset selection, improved pagination and clearer save, reset and discard controls.
We're also working on making it more obvious which loadout is selected and how to return to the previous menu.
Custom-Item Gamemodes
Beyond the standard kits, we want to introduce combat modes built around unique equipment and mechanics.
These will allow for experiences beyond the usual sword, axe, crystal and potion formats.
The goal is to expand the variety of PvP available without compromising the balance of established competitive modes.
Custom-item gamemodes remain in development, and their final selection will depend on gameplay testing.
Free-for-All: More Than a Waiting Area
FFA is an important part of AUPvP.
Instead of only providing a single arena where players can fight between matches, we're developing a selection of FFA experiences built around different combat styles.
Our configuration currently includes seven enabled FFA modes, although their final public availability and balancing remain subject to testing.
We've also been working on:
- Dedicated FFA arenas.
- Improved FFA selection menus.
- Managed arena boundaries.
- Reliable joining and leaving.
- Arena-specific player protection.
- Better spectator and lobby transitions.
- Improved spawn handling.
- Additional arena layouts.
One particularly important improvement is ensuring that leaving FFA properly clears the player's previous activity.
There have been instances where players could leave FFA but subsequently encounter problems joining a duel or training activity.
That behaviour is unacceptable for a competitive server, and we're treating it as an infrastructure issue rather than a minor menu bug.
The intended experience is simple: leave FFA, choose another mode and play immediately.
Ranked PvP, Ratings and Leaderboards
Ranked competition remains one of AUPvP's major long-term features.
We've already developed parts of the underlying statistics and ranking infrastructure, including per-kit standings and persistent match information.
However, ranked matchmaking has not yet been opened as a fully validated competitive season.
What We're Building Toward
Our ranked plans include:
- Competitive seasonal matchmaking.
- Persistent player ratings.
- Individual kit standings.
- Ranked leaderboards.
- Match and performance history.
- Progression and competitive divisions.
- Fair matchmaking based on player performance.
- Future team-based competitive formats.
We've also been developing the website components needed to display player profiles, match history and competitive results.
Our first ranked season is currently referred to internally as Inkwell Practice Alpha, but AUPvP will have its own competitive identity and seasonal structure.
We do not want to begin a ranked season while match-state, result persistence or player restoration issues remain unresolved.
A ranked loss, win or rating change must be recorded correctly.
Ranked will move forward once its core functionality has passed the required reliability and gameplay checks.
Cosmetics, Coins and Player Progression
The cosmetics system has received substantial development throughout the alpha period.
We want players to have meaningful ways to customise their appearance without needing every cosmetic to be purchased with real money.
Earnable Coins
Our current economy configuration uses whole-number coins, with a baseline reward of 3 coins for a credited win and a 60-coin daily earning cap.
These values are subject to balancing as we collect more gameplay data.
We're also considering milestone-based rewards for activities such as completing matches, winning games and accumulating playtime.
Shields and Armour Trims
Our cosmetics catalogue includes:
- Custom shield designs.
- National and regional shield themes.
- Armour trim patterns.
- Armour trim materials and colours.
- Future exclusive cosmetics.
- Event-related cosmetic rewards.
We've configured a collection of more than 20 shields, including an Australian-themed shield and the Duck shield.
Under the current economy configuration:
- The Australian shield is free.
- The Duck shield costs 200 coins.
- Other standard paid shields generally cost 200 coins.
- Standard armour trim patterns and materials are priced at 400 coins.
These prices remain part of the balancing process.
We're also working on distinguishing cosmetics earned through gameplay from future premium or exclusive cosmetics.
A separate premium currency is part of the proposed design, not an already launched system.
The wider objective is to keep the competitive experience fair while giving players reasons to continue playing and unlocking cosmetic items.
Parties, Duels and Spectating
Not everyone wants to queue alone.
AUPvP includes party and duel infrastructure designed to support playing with friends, issuing challenges and moving between different activities.
Development covers:
- Direct player-to-player duel challenges.
- Party creation and invitations.
- Party-based gameplay.
- Spectating matches.
- Match statistics and history.
- Player preferences for duel and party invitations.
We're also designing rank-based party limits, starting with six members for the default rank and larger limits for eligible paid ranks.
Spectator functionality is being improved, particularly around visibility, player information, TAB presentation and preventing spectators from interfering with matches.
These systems are functional in parts, but we're still completing the wider integration and permissions testing.
Building Infrastructure That Can Scale
A large part of AUPvP's development happens behind the scenes.
The server uses a custom plugin architecture built on Paper, Velocity and PostgreSQL, with systems responsible for player data, matches, arenas, queues and recovery.
We've been developing it around dynamically generated arenas rather than requiring administrators to manually prepare every match.
Automated Arena Management
When a match is created, the server can allocate an arena from a configured template.
After the match, the arena can be released and cleaned up for future use.
This allows matches to be isolated from one another and reduces the amount of manual world management required.
We have already demonstrated arena generation and cleanup through internal testing and the alpha.
Better Player-State Management
Our current infrastructure work focuses on ensuring that players can move safely between:
- The lobby.
- Unranked matches.
- Ranked matches, when enabled.
- FFA.
- Training sessions.
- Spectator mode.
- Other supported activities.
Players should never have to restart their client or wait for a server restart because the server incorrectly believes they're still participating in a previous activity.
We're improving state transitions, disconnect handling, inventory restoration and recovery procedures.
The system should automatically identify and safely resolve recoverable state problems instead of exposing internal recovery messages to ordinary players.
Database Reliability
Player statistics, match results, ratings and other persistent information need to remain correct even when unexpected events occur.
We're reviewing how data is committed, recovered and verified, particularly during disconnects, crashes and rapid transitions between activities.
This is especially important for ranked gameplay.
Capacity Goals
We want AUPvP to be capable of supporting hundreds of players across multiple simultaneous activities.
Our infrastructure is being designed with large numbers of concurrent matches in mind, including a target of handling 80 or more simultaneous matches.
That is a development and load-testing target, not a benchmark we've already achieved.
We intend to validate performance under realistic load before making capacity claims.
A Better Interface Across the Entire Server
AUPvP's appearance is also being overhauled.
We've been working toward a consistent blue and cyan visual identity across the server, website and gameplay menus.
Recent work has focused on improving:
- Queue selection.
- Kit editing and saved presets.
- FFA navigation.
- Cosmetics browsing.
- Settings and player preferences.
- Duel challenges.
- Party navigation.
- Scoreboards and TAB displays.
- Chat and notification formatting.
We've also standardised navigation controls, with red back arrows and green forward arrows across menus.
The goal is to eliminate confusing layouts, empty space, repeated text and inconsistent feedback.
Cleaner Chat Notifications
We're moving toward a more consistent message style using ⚔️ as the primary combat-related message icon.
This will gradually replace older, repetitive AUPvP-prefixed feedback.
Players should receive useful information about their queues, matches and actions without seeing internal technical details.
We're also improving chat, direct messages, replies, mentions and moderation-related feedback.
AUPvP Ranks and Permissions
AUPvP's rank system is being separated from Inkwell's existing ranks and permissions.
Our proposed paid rank structure includes:
- Contender
- Vanguard
- Elite
- Prestige
These ranks are intended to provide cosmetic and convenience-related benefits while remaining separate from competitive gameplay balance.
Our staff structure includes Owner, Developer, Administrator, Moderator and Helper.
Staff members will not automatically receive paid-rank cosmetics or perks simply because they hold a moderation position.
A staff member must independently hold the corresponding paid rank to receive those benefits.
We're also continuing development on network-wide permissions, staff privacy tools and moderation integration.
Final rank benefits and launch availability are still being established.
The AUPvP Website
Development isn't limited to the Minecraft server.
We're also building aupvp.com into a dedicated platform for the community.
The website work includes:
- A redesigned homepage.
- Gamemode information.
- Player profiles.
- Statistics and leaderboards.
- Match history.
- Community and news sections.
- Server status information.
- Account-related features.
We're concentrating on a fast, responsive experience that matches the competitive identity of the Minecraft server.
The visual design and frontend components have progressed substantially, but individual pages, account integrations and live data functionality are still being tested and connected.
Our long-term aim is for players to be able to follow their competitive progress outside Minecraft, not just through in-game commands.
What Happens Next?
Following the successful October alpha, we have divided the next stage into several priorities.
Priority 1: Reliability and Match Transitions
Current focus — early November 2026
Before expanding access further, we are focusing on the underlying gameplay lifecycle.
This includes correcting queue-state issues, improving FFA transitions, strengthening database persistence and ensuring inventory restoration is safe.
We're also refining arena cleanup, disconnect recovery and server-side state handling.
These improvements are prerequisites for dependable competitive gameplay.
Priority 2: Training Bots and Custom Kits
Active development — November 2026
The next gameplay-focused priorities include integrating PvP training bots, improving saved loadouts and refining existing kits.
We're also reviewing reported issues with combat movement, potion behaviour, damage calculations and shield mechanics.
New custom-item gamemodes will continue to be evaluated alongside these systems.
Priority 3: Cosmetics, Progression and Social Features
Ongoing development
This includes completing the cosmetics catalogue, improving purchasing reliability, refining coin rewards and introducing a more complete progression structure.
Party features, spectator presentation, player settings and rank integration are also part of this stage.
Priority 4: Competitive Readiness
Before the first full ranked season
Once the fundamental systems have been validated, we will concentrate on ranked matchmaking, ratings, standings and persistence under heavier loads.
This will include further multiplayer testing and performance validation.
Priority 5: Wider Access and Release
Release date to be announced
We intend to expand testing as the server becomes more stable.
A wider beta and eventual full release will depend on results from real-player testing, not an arbitrary deadline.
We are not announcing a confirmed public launch date or ranked-season start yet.
A Message to Our Alpha Testers
To everyone who joined the October 30 alpha, tested the different modes, experimented with cosmetics or submitted feedback: thank you.
The feedback has directly influenced our priorities.
The successful parts of the test showed that our core gameplay systems are moving in the right direction. The problems identified have given us specific improvements to make before the next testing phase.
We want AUPvP to be a server where players can join, find a match, practise, compete and move between modes without fighting the interface or dealing with avoidable technical problems.
That's what we're continuing to build.
We'll publish further development updates as major features become available for testing and the next alpha or beta session is confirmed.
AUPvP Development Team
An Inkwell Industries project
Current status: Alpha development and internal testing Next major additions: Training bots, custom kits, infrastructure improvements and expanded competitive features Public release: To be announced