Server-side game modes, buildable as Mindustry plugins (extend Plugin, hook Events). They run on your servers and are never distributed — so they stay private and are the moat. Tier A = self-contained plugin logic, ship fast. Tier B = backed by your private accounts/backend, which no fork can replicate.
Capturable sectors tick passive resources to whoever holds them — teams fight for map control instead of base-rushing. (Your towerfront zone mechanic, in Mindustry.)
WorldLoadEvent to place zones · Trigger.update to check team presence in radii · team.core().items.add() for income · Call.setHudText status · win via state.gameOverThe towerfront village twist as co-op PvE: neutral settlements give passive resources; invest to grow them, but that scales up enemy pressure — lose a settlement and lose its income.
WorldLoadEvent place settlements · Timer resource ticks · Vars.spawner waves targeting settlements · BlockDestroyEvent detect loss · invest via Call.menu/commandEscalating PvE with meta-choices: between waves, draft one of three upgrades/units. Runs get harder and weirder.
Vars.spawner on a timer) · Call.menu draft · modifiers via state.rules (damage/build multipliers) · game-over on core lossOne team fortifies with time + resources; the attackers get a limited assault window to breach the core. Swap sides — lowest breach time wins.
Timer · per-team build/resource toggles via state.rules.teams · BlockDestroyEvent/CoreChangeEvent for breach · HUD countdownsA production sprint: first team to hit a tech milestone (build X, produce N of an item, unlock a tier) wins. Great for short competitive rounds + leaderboards.
Trigger.update polls team.core().items/block counts · Call.setHudText progress bars · win via state.gameOver · times → backend leaderboardA meta-map of territories owned by factions, persisting across sessions in seasons. Log in and your faction’s borders are where you left them. Deep retention, impossible to fork — the state lives on your backend.
backend REST API; backend is authoritative for the map; plugin fetches the territory config on map load; identity via your accountsTarkov-like raids: infiltrate a defended sector, grab schematics/resources, reach the extraction point before reinforcements. Your loadout persists in the backend — die and lose it.
backend · loot pickup events · extraction-zone check via Trigger.update · reinforcements via spawner · on extract/death POST result to bank/lose inventoryA dynamic-price market where players produce → sell → buy units/blocks with a persistent currency. Wealth carries across sessions.
Call.menu/commands · price model in-plugin · balances synced to backend · deliver bought units via spawn/CallRecommended path: prototype Settlement Defense or Zone Control first (Tier A, reuses your village logic), then build Persistent Conquest as the backend flagship.