The Progression Update

Hello all,

We have released a HUGE update that includes a lot of new content, as well as a brand new player progression system. The max level has been increased to 140, and you are now rewarded more for your actions in-game and for leveling up.


We have added a brand new spawn to the server! Not only does it look prettier, all of our functional NPCs are now placed much closer to each other. Dropping into the pits will also let you join a game quicker than ever before.


These three new lobbies each have their own personality. They are also placed in the same world as the in-game arenas, allowing you to enter your game faster (and at no risk of getting mysteriously kicked).

PVP Lobby

Mob-Arena Lobby

Competitive Lobby


  • Increased maximum level to 140.
  • Increased PVP kill award from 15 to 20 XP.
  • Added a new award for damaging an enemy in PVP – 1 XP for every half heart of damage dealt.
  • The assist award in PVP is now a flat 10 XP and no longer depends on damage dealt.
  • Increased PVP round end award to 100 XP for losers and 250 XP to winners.
  • Increased Mob-Arena XP gain from 1 XP per 1000 points to 1 XP per 400 points.
  • Normalized crate rewards so crates are still awarded at a similar rate as before.


  • Every weapon can now be unlocked by leveling up.
  • Weapon unlocks can be seen in the Level Progression menu.
  • Players who already have a weapon will not lose it.
  • Crates will still provide Weapon XP for any unlocked weapon.
  • The ability to unlock guns through the Tech Tree will be removed in a future update. We will implement an alternative system to pick and choose which weapons to unlock.


  • You can now equip any weapon of a category into any slot for weapons of the category.
    • For example, you can now equip any SMG, such as MP9, into any of the six SMG weapon slots.
  • Newly unlocked weapons will automatically be placed into empty loadout slots if there are any.
  • The loadout menu will now show locked weapons in addition to unlocked ones.


  • Leveling up now creates a green firework effect.
  • Leveling up now has a new animation where each reward is revealed half a second apart.
  • Leveling up now plays the Minecraft Advancement sound.


  • Mobs now have a low probability of dropping the following items: Grenade (2%), Healer (1.4%), Healer Pack (0.4%), Healer Syringe (0.4%), Mini-Nuke (0.05%)


  • Fixed a bug where the MP5K A4 was not affected by the recent recoil rework.
  • Reverted the anti-wallhack solution due to the new solution not correctly blocking F5 view and hiding players too aggressively.
  • Removed NPC for Hostile in the server spawn to discourage newer players from joining and getting stuck in it. You may still join it through the join menu or commands if you wish.

March 26 Changes


  • Nylon 66

Rifle – Common – Unlocks at Level 66

The Nylon 66 is a semi-automatic rifle firing .22 LR out of a synthetic ammo-holding stock. The weapon has low damage and a slow reload mechanism, but its cheap cost and extremely low recoil makes it a fair option for mid-range combat.

  • FAL

Rifle – Common – Unlocks at Level 41

The FAL is a 7.62mm battle rifle featuring a beastly 700 RPM rate of fire with three-shot-kill potential, offset by a high recoil, small magazine capacity, and expensive price.

  • Honcho

Shotgun – Epic – Unlocks at Level 56

The Honcho is a jack-of-all-trades budget shotgun with stats that sit nicely between that of the M3 and the Sawed-Off, while also coming in at a similar price point. However, it has a lower 6-round magazine capacity and a slow reload speed.

  • Stoner 63 Automatic Rifle

LMG – Rare – Unlocks at Level 63

The Stoner 63 is an automatic support weapon chambered in 5.56mm. It features a fast rate of fire and slightly higher per-shot damage than shorter weapons of a similar caliber, while simultaneously preserving accuracy when fired in bursts or full-auto.

  • Rhino 60 DS

Sidearm – Legendary – Unlocks at Level 85

A powerful revolver firing .357 Magnum. Compared to other high-caliber sidearms, the Rhino is able to maintain damage better from longer ranges. However, it has a short 0.1 second trigger delay, which while shorter than that of the R8 Revolver limits its usability in close combat.

  • Charger 22

Sidearm – Common – Unlocks at Level 25

The Charger 22 is a small .22 LR carbine with a compact folding design. It outputs low damage per shot but has a very high accuracy compared to other sidearms, even while fired quickly.


The build team is proud to introduce 3 new map remakes into the line-up to replace their old counterparts. We decided to remake these specific maps because we believed these maps were in need of significant overhauls.


We remade Baggage to pay more loyalty to the CS:GO version of the map. This includes new exterior decorations, a brand new color palette, and a modified layout. To enhance gameplay, we have also improved the map’s travel times and added more spawnpoints to either side.


Secondly, we have remade Monastery for the Arms Race game mode, again paying tribute to the original CS:GO map. We smoothened out the snow, decorated the interiors, and rescaled various buildings. We also slightly adjusted the color palette to match that of CS:GO.


Finally, we have reworked Jungle per popular request and anticipation. The map has been intensely rescaled and redecorated while staying as faithful as possible to the original layout. Additionally, the background of the map is now loaded with a rich new scenery and expansive jungle landscape.


  • Karabiner 98k unlock level changed from 66 to 67
  • AUG A3 unlock level changed from 63 to 65


  • Fixed an exploit where players could push others into lobbies.
  • Damaging players near their spawn no longer awards experience.
  • Delayed the rankup animation by 1 second to prevent the experience and crate reward message from showing up in the middle of the rankup messages.
  • Fixed a glitch where the ding sounds when receiving a reward had incorrect pitch.
  • Fixed a glitch where locked items appeared before unlocked items in the Mob-Arena loadout menu.
  • The locked items in loadout menus are now sorted by unlock level.

March 28 Changes


  • Removed the Cartographer minimap to substantially improve server performance.
    • PVP up to 20 players tested without server lag (TPS > 19.8).
    • The network bandwidth usage has been considerably reduced.
  • The C4 Finder now swaps in 0.05 seconds instead of 0.5, now that it is again the only way to find the C4 location.


  • Considerable layout change to Jungle to once again allow the long-range sightline through the house and cave structures.


  • Fixed a glitch where the Blue team occasionally automatically wins a round at the start of a Defusal match.
  • Fixed a glitch where crates were not awarded properly until the player leaves a lobby.

January Dev Blog

Hello all,

January might have seemed like a relatively uneventful month when it comes to visible updates on the server. However, under the hood our team has spent much time planning for the coming year and building a solid groundwork for future updates. We have also quietly implemented a few new changes to the game.

We are aiming to achieve a completely revolutionized game experience in GunColony by our 4th anniversary. In this post I will talk about what we have done in the past few weeks and what we have planned for the months to come.


What we have done

One thing that you might have noticed is that the recoil for Snipers, Shotguns, Special Weapons and Sidearms feel very different. The new recoil system offers vastly improved target tracking and aesthetics while giving us more opportunities to balance our weapons against each other. It uses asynchronous code to update your viewing angle 60 times a second to deliver a seamless experience.

What we have planned

  • A new Damage Absorption system for Mob-Arena to make fights more interesting and less like shooting at bullet-sponges
  • A new hit particles system – different particles on hit to help you directly visualize how you damaged the enemy
  • Improved spread system where bullets come out in a simulated barrel that moves with inertia, instead of 100% randomly within a spread cone

Mob Arena

What we have done

We have released a new Mineshaft Mob-Arena map. Check it out!

Watch out for a surprise at Wave 10!!

What we have planned

  • A new respawn system coming soon where dead and new-joining players can be put into the game after a more consistent interval
  • Eventually, a brand new Mob-Arena rework that will completely revolutionize how the game is played; the whole server will share one match and work for one goal


What we have done

We have rolled out some stability improvements to the Hostile Alpha mode (that were tested earlier on the main GunColony server) that should make the game run more smoothly.

What we have planned

  • In a few months, Hostile will come back in a big way. We have begun working on the rework in April 2018 and the new mode will feature extreme long-range combat unprecedented in Minecraft, as well as increased freedom for players to try new strategies towards victory.


What we have done

We have changed the blood particle effects on some monsters and headshot hits to provide a better visual experience.

What we have planned

  • Blood particles will be improved once again to deliver more detailed information and be more visually pleasing
  • The muzzle flash effect will be optimized for a large (~50%) frametime performance improvement when firing on low-end graphics cards
  • New, unique backgrounds will be added to our in-game menus

New Player Experience

What we have done

We have replaced the spawn with a slightly tighter version of it to better guide new players to getting into their first game.

What we have planned

  • An even smaller spawn where tutorial signs will be visible by looking right behind you – like the iconic first spawn that GunColony had on release
  • A small tutorial for players to grasp the server’s basic mechanics when joining the server for the first time
  • Improvements to when and where in-game tips will show up


What we have done

We have improved our Twitter channel and integrated it into the Discord and website homepage.

What we have planned

  • Better in-game information about our social media sites
  • Updates to our Discord server
  • Resuming of our YouTube channel

Other Changes in January

  • Fixed a bug where the Flamethrower did not count its kills
  • Fixed a bug where explosive weapons did not deal damage properly
  • Fixed an important issue where entities suffering a vanilla-type damage, such as falling, fire, or poison, could not take damage from weapons
  • Monster blood particles are now the correct type for disguised mobs (a skeleton disguised as zombie will now show zombie green blood)
  • Added new “random waves” and “map switch” systems intended for the new Mob-Arena rework, but both are also used in the new map Mineshaft

Discuss this on our forum


Christmas Update!

Hello all,

Merry Christmas to everyone! We have released three new weapons and a new TDM map for y’all to enjoy the holidays!



Mineshaft is a new TDM map set in an underground mine. It features the new Random Spawns system to make the game pace a bit more dynamic.



Ultimax 100

The Ultimax 100 is a Singaporean LMG firing 5.56mm. It features accurate automatic fire thanks to its “constant recoil” feature.


Ithaca 37

The Ithaca 37 is a 16-gauge shotgun with a tight spread. It replaces the KSG-15 in the unlock tree – the latter weapon is now unlocked after it to be in the right tier for a Legendary weapon.


Sterling SMG

The Sterling is a slow-firing 9x19mm SMG with a cheap price and good automatic accuracy.



GunColony is known for making firsts in the industry and redefining what is possible to be done in Minecraft. This time, we have added a new “smooth recoil recovery” system to the game that works by sending the player 60 view rotation updates per second (independently from the Minecraft server tickrate of 20), matching the refresh rate of most monitors providing a seamless experience. This allows the weapon recoil to have a customizable “force” and “recovery” to them where instead of instantly changing your viewing direction the gun will now kick your view up a bit more gradually like most other games, and the recoil can also partly or completely recover after the shot. It’s all configurable and allows us to create a lot more variety in how our weapons handle.

This new system is currently in testing on the three new weapons that we added to the server, both for stability and to collect feedback, but we do intend to add it to all of our weapons in the future. If you experience any performance issues or bugs when and only when using these weapons, please let us know in the Bug Report section on the forums so we can get them all smoothed out.