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Launching Wednesday, September 23

A world of their own.

Every player gets a private, empty world in creative mode. No global maps, no restrictive regions, just ownership, visitors, and whatever they decide to build.

One empty world per player. Everything after that is theirs.

Private worlds

A whole world, not a plot.

Each house is its own world, generated empty from a void template with a single block at spawn. It loads the moment someone walks in and unloads once the last player leaves.

Nothing survives an unload by accident: holograms, NPCs and decorations are rebuilt from house.json every time, so a house is always exactly what its owner saved.

Creative mode. No regions in the way.

Players build with the whole block palette and the full height of the world. WorldEdit is respected where it matters: build permissions are honoured, and the blocks placed count toward the building rewards.

Flags

Every house, tuned by its owner.

Weather, time, PvP, explosions, fly, gamemode, the world border, all set per house, from a menu, without a single config reload.

Decoration

Make it feel lived in.

NPCs & holograms

Place characters and floating text anywhere, with per-permission limits. They are recreated from saved data on every load.

Head shop

A huge, dynamically loaded head catalog, bought with the plugin's own economy and placed like any other block.

Particles

Cosmetic trails and effects that follow the player around their house, and around the houses they visit.

Explosions: on
Backup restored

Backups

Undo an afternoon.

Manual and automatic backups per house, each one a dated ZIP the owner can browse from a menu. Left click restores it. Right click deletes it. That is the whole recovery story.

Scripting

The part that changes everything.

Every house runs its own Lua. Drag blocks together if that is your speed, or write the code directly. It is the same program either way, edited from a browser while the server is running.

Blocks or Lua

Switch between the block canvas and the raw editor at any time. Blocks are a view of the code, not a cage around it.

Sandboxed on purpose

Scripts get string, table, math and utf8, and nothing else: no filesystem, no OS, no Java. A player can hand you a script without handing you the server.

It cannot hang your server

Every handler runs under an instruction budget. A runaway loop is killed and logged rather than freezing the tick, and nested events stop at a fixed depth.

An API that actually covers the game

35 events, from block placing to fishing. Spawn and fill, entities, regions and warps, holograms and NPCs, flags, the scoreboard, moderation, economy, particles, music, boss bars, cooldowns and your own /h commands.

One menu, both platforms

Describe a menu once and it renders as an inventory GUI for Java players and as a native form for Bedrock ones. The script does not need to know which it is talking to.

The server owns the files

The editor stores nothing: projects, scripts and version history all live on your server. The page is a window onto it.

History that saves itself

Every meaningful change is versioned automatically, so rolling a script back never depends on remembering to save.

housing.on('house_enter', function(event)    if joins == nil then        joins = 0    end    joins = joins + 1    event.player:message('You have joined ' .. joins .. ' times')end)

All of this is one house and a script.

Mob arena Rounds, waves, scaling difficulty and a live boss bar.
TNT Run Floors that vanish under your feet, layer after layer.
Dropper Multi-level drops with checkpoints and a reset on impact.
Maze A generated hedge maze, rebuilt on every run.

And the rest of it

Everything a housing server needs.

Free-form roles

Owner, trusted, added and visitor are only the start: define any custom role and give it capabilities through scripting.

Custom scoreboard

Fixed global lines you control, plus lines the owner of each house can write themselves.

Configurable economy

Internal provider, Vault, or your own through PlaceholderAPI. Rewards for building and playtime.

House trading

Players buy extra slots, extend their border, tip the houses they visit and sell houses to each other.

Moderation built in

Whitelist, bans, kicks and per-house permissions, all reachable from the in-game menus.

Discovery

Players browse and visit other houses instead of building alone in an empty server.

Java and Bedrock

Every menu exists twice: inventory GUIs for Java, native forms for Bedrock through Floodgate and Geyser.

Multiple slots

One player, several houses. Each one its own world, its own flags, its own scripts.

Blue Housing

Hand them the world.

$14.99 $12.74 −15%

Available Wednesday, September 23, 2026