Description
Doomsday Purge is a 200-day escalation survival mod that automatically runs from world day 1 and broadcasts a themed doomsday message each day while an action-bar HUD and scoreboards show the current day, stage, and threat level. Natural disasters (meteor showers, lightning firestorms, earthquakes, flash floods) grow through five 40-day stages, mid-game nuclear strikes warn players before impact and leave fallout, and waves of alien and robot invaders plus killer, police, and military NPC raids bring escalating combat with faction-themed armor, weapons, armored hardware, and tiered supply drops. Milestone days spawn survivor bunkers and safe houses near players with beds, crafting support, lighting, and supplies—survive by fortifying shelters, scavenging supply drops and gear, and holding out as the purge continues past day 200 at maximum intensity.
Mod Wiki
Doomsday Purge
Quickstart
- Install the
.mcaddonand apply both the Behavior Pack and Resource Pack to a new world. - Start the world. On Day 1 the purge begins automatically — no commands needed. Every player receives a starter kit: 12 bread, 24 torches, a leather chestplate, stone sword, bow, and 32 arrows.
- Check your action bar — it shows your current day, threat level, stage label, and a survival hint at all times.
- Look nearby for a safe house that spawns automatically on Day 1 (and again on Day 20). It contains a bed, crafting table, furnace, chest, and lantern — use it immediately as your base.
- Survive. Each in-game day brings escalating disasters, raids, and supply drops. The goal is to endure all 200 days — and beyond.
Overview
Doomsday Purge is a fully automated 200-day escalation survival experience. From the moment a world begins, a global countdown drives increasingly dangerous events across five distinct 40-day stages. Every day a themed broadcast announces the current threat. Natural disasters, nuclear strikes, hostile faction raids, and alien invasions grow in frequency and intensity until Day 200, after which the purge continues at maximum intensity indefinitely.
No crafting setup or player activation is required — the mod runs itself in the background while you focus on surviving.
What It Adds
The Five Stages
| Days | Stage | What's Happening |
|---|---|---|
| 1–40 | Stage 1 | Emergency broadcasts, minor quakes, fires, first raiders, early fallout alerts |
| 41–80 | Stage 2 | Civil order failing — killer NPC raids, police crackdowns, toxic storms, bunker warnings |
| 81–120 | Stage 3 | Nuclear strikes, military convoys, robot and alien first waves, heavy disasters |
| 121–160 | Stage 4 | Full alien and robot invasions, nuclear fallout zones, military lockdowns |
| 161–200+ | Stage 5 | Maximum purge — all threats at full intensity, continuous raids and disasters |
Natural Disasters
- Meteor showers — fireballs raining from the sky
- Lightning firestorms — rapid successive lightning strikes igniting the terrain
- Earthquakes — ground-shaking terrain disruption
- Flash floods — sudden water surges
Hostile Factions
Five enemy factions spawn in waves, each with faction-themed armor, weapons, and armored hardware:
- Killers — ruthless melee raiders
- Police — early enforcement squads
- Military — late-game heavily armed soldiers
- Aliens — extraterrestrial invaders appearing mid-to-late game
- Robots — mechanical combatants with escalating numbers
Nuclear Strikes
Mid-game introduces nuclear attacks: players receive a warning before impact, and strikes leave behind radioactive fallout zones to avoid or endure.
Shelters
- Safe Houses (Days 1 and 20) — cobblestone structures with an iron door, glass pane windows, bed, crafting table, furnace, chest, and lantern, built automatically near each player.
- Bunkers (milestone days beyond Day 20) — obsidian-reinforced underground structures providing stronger protection as threats escalate.
Supply Drops
At every milestone day, each player receives a supply drop. Contents scale with the current stage:
- All tiers: 10 cooked beef, 1 golden apple, 48 arrows
- Stage 2+: Iron armor pieces added
- Higher stages include progressively better gear
How To Use
HUD and Scoreboards
Your action bar always shows:
- Current day out of 200
- Threat level (percentage)
- Current stage label
- A contextual survival hint:
- Days 1–20: "Starter safe houses are forming"
- Days 21–120: "Upgrade gear and use bunkers"
- Days 121+: "Maximum purge: move bunker to bunker"
Two scoreboards are updated continuously:
doomsday_day— your current purge daydoom_threat— the current threat percentage
Daily Broadcasts
Each new in-game day triggers a global chat message describing the current stage and threat level. These are purely informational — read them to anticipate what's coming.
Shelters
When a shelter milestone triggers, a safe house or bunker is automatically built roughly 9–12 blocks away from your current position. Move into it quickly — it provides immediate cover, a place to sleep, and crafting support.
Events
Disasters and raids fire at randomized intervals that shorten as the stage increases. Early stages give you several minutes between events; by Stage 5, events can chain together rapidly.
Abilities And Mechanics
Event Scaling
Each stage increases:
- Mobs per player per raid wave (Stage 1: 4, Stage 5: 12)
- TNT count in explosive events
- Spawn/effect radius around players
- Event frequency (intervals shrink each stage)
Cleanup
Mod-spawned entities are tagged and cleaned up within a 192-block radius to prevent runaway mob accumulation between events.
Progression And Strategy
Days 1–20 — Establish yourself Accept the starter kit, locate the auto-built safe house, and begin gathering resources immediately. Disasters are mild and raids are light.
Days 20–80 — Fortify A second safe house appears at Day 20, then bunkers begin unlocking. Prioritize iron armor and ranged weapons. Police and killer raids begin — use shelter doors and elevated positions.
Days 80–120 — Nuclear readiness Nuclear strike warnings give you precious seconds to get underground. Stay near bunkers. Collect supply drops diligently — iron and better gear starts flowing in.
Days 120–200 — Survive at all costs Alien and robot waves hit hard. Military raids are constant. Obsidian bunkers become your lifeline. Move between bunkers rather than staying in the open, and stockpile golden apples from supply drops for emergency healing.
Day 200+ — Maximum purge, no end The purge does not stop at Day 200 — it locks into maximum intensity and keeps going. There is no "win screen." Survival is the only goal.
How to install
Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.