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ArticleBedrock·Mar 22, 2026·9 min read

The internal toolchain behind our Bedrock maps.

A peek at the scripts, blueprints and review process we use to ship polished Marketplace experiences without burning the team out.

J
Jun
RuneFist Studios

Shipping a Marketplace map is more work than people expect. Shipping three in a year without burning out the team is a different problem entirely. Here's the toolchain we use to keep the polish high and the process sustainable.

Three pillars

  • Blueprints — every map starts as a one-page brief before a single block is placed.
  • Automation — we lint structures, behaviour packs and scripts on every commit.
  • Weekly playtests — the whole studio plays the WIP build on Friday.

Blueprints

A blueprint is short on purpose: one page, three sections — premise, loop, ending. If we can't fit it, the idea isn't ready. Blueprints go through a two-day review where anyone on the team can push back. Only then do we touch builder tools.

Automation

We run a small linter over every behaviour pack commit that checks for the things we've burned ourselves on: orphan entity refs, unbounded tick loops, duplicate sound keys, structures larger than the Marketplace limits. It's prevented more late-night panics than I can count.

Playtesting

Friday playtests are non-negotiable. Everyone on the team plays, everyone takes notes, and we ban solo-play notes until the debrief — it's too easy to confuse 'I didn't like it' with 'players won't like it'.