Updates

Every patch that hits the server, newest first. Big drops get announced on Discord too.

September 12

Season 1: Patient Zero

1.8 combat. A pass that counts the clock instead of the scoreboard. Twenty classes you can earn without paying for anything. And a long list of things that were quietly lying to you.

Combat is 1.8 now
  • You need Minecraft 1.21.11 or newer. Older clients are turned away at the door. The reach change only reaches a 1.21.11 client, so a mixed lobby would mean some players quietly hitting further than others.
  • No attack cooldown. 1.8 sword damage, armour, crits, regen and sword blocking.
  • 1.8 reach — 3.0 blocks, with 1.8's hitbox margin.
  • Knockback is one fixed vertical value whether you are standing, falling or rising. Sprinting no longer adds lift. Horizontal is harder per hit, but sprint contributes less — W-tapping matters much less than it did.
  • Combos cannot juggle you. There is a height ceiling per combo.
  • Knockback resistance finally works against melee. Husk's Deadweight and Ravager's Thick Hide were doing nothing at all before this.
  • Knockback is lag-compensated, so a bad connection takes the same hit a good one does.
Ranked
  • Rating is survivors only. Nothing you do after you are infected counts for or against it — but how long you lasted does, so being caught early still costs you.
  • Only rounds with 6+ real players and 4+ starting survivors count. Ten rounds to place.
  • The number you see mid-match is Performance, not Rating. It always was; it was just labelled wrong. Rating moves once, at the end of the round.
  • Infected no longer get performance feedback they cannot act on.
  • Your rating rolls up or down on screen at the end of the round, in your tier's colour.
Cosmetics
  • 10 Orbs — particles that circle you in the lobby. Hazard Ring and Bloom on the free track; Ember, Frost, Spark and Toxic Rings, Void Sphere, Soul Orbit, Halo and Nebula on premium.
  • Hats, masks and crowns are lobby-only. They were never meant to be worn into a round.
  • Orbs and morphs are mutually exclusive — picking one clears the other, instead of both fighting over you.
  • Boosters have their own section in /cosmetics, holding both cookie and mastery boosters.
Quality of life
  • XP shows in chat the way cookies do, batched every 8 seconds so it never spams. It carries a tag while a Mastery Booster is running.
  • /pass also answers to /battlepass, /outbreakpass, /bp, /obp and /bpass.
  • The pass opens by itself the first time you join the season.
  • /stats now lists the perks a player owns.
What resets, and what does not
  • Podiums and leaderboards are seasonal. Your lifetime stats are untouched and still yours.
  • Season Carry — a share of every cookie you spent climbing carries into the next season, so a season's grind is never worth nothing.
  • Claim your pass rewards before the season ends. Rewards are claimed by you, tier by tier — anything left unclaimed when the season rolls over does not carry across.
The Outbreak Pass — 100 tiers
  • Progress is time played, not rounds. Three hours of live round time per tier, which is 300 hours for the whole track. This was the single worst thing in the season: with six players the horde can wipe the survivors in under a minute, while a full lobby runs the clock out — and both ticked the counter by exactly the same amount. The pass ran up to four times faster the emptier the server got, and it quietly paid you for ending rounds quickly.
  • Nobody loses a tier to the change. Everyone is seeded from the rounds they had already played, so the tier you see is the tier you had.
  • Lobby and hub time pay nothing — only the live round. Everyone in a round is credited the same, survivor or infected: this measures showing up, and Rating and cookies already measure how well you played.
  • 28 quests, worth 41 free tiers. Clear the board and the pass takes about 177 hours instead of 300.
  • Every quest starts at zero the day you join the season. Nothing you did before Season 1 counts, and nothing arrives half-finished. The wording used to say "this season", which read like a season total and made the bar look broken to anyone who knew their own stats.
  • The free track pays cookies on every single tier and ends in the Outbreak Survivor title, which you keep for good.
  • Four premium weapon skins, and everyone in the round sees them: Combat Stim (tier 50) reskins the Adrenaline Shot, Gilded Shuriken (tier 68) and Toxic Shuriken (tier 75) reskin the throwing knife, and the Flame Blade (tier 100) reskins the Pyrokinetic Blade.
The Lab — earn classes by playing
  • /lab — all twenty rank-gated classes, what each one costs you in play, and how far along you are. The road always existed; it was hidden in a tooltip on an icon you had to already know to hover.
  • The rank requirement is gone. Ranks are bought with cookies and the unlock price already charges cookies, so it asked for the same currency twice — and it punished exactly the wrong player, since somebody grinding on a fresh account could finish every challenge and still be told to go and rank up first.
  • Signature challenges. Every road now carries one job that only counts while one specific class is equipped, always a tier below the one you want — Wither Skeleton wants infections landed as Skeleton. The mastery gate is shared by a whole tier, so without this, clearing it once unlocked seven classes at the same moment. Two of them count the ability: 50 survivors cocooned with Snare Shot as Bogged, or 50 grabbed with Sand Grip as Husk.
  • Everything got harder. Roughly triple on Vanguard, five times on Champion, seven on Titan. These numbers have no live telemetry behind them yet and will be tuned rather than defended.
  • Locked classes no longer clutter /class. That menu answers one question again — what can I play right now — and a tile at the end of the row takes you to everything you can still earn.
  • The Outbreak Bank is retired. It matched every cookie you spent climbing into a second balance that bought class unlocks — which is what the Lab does now, by playing rather than by accumulating. Two routes to the same thing was one too many, and the invisible one was the one to drop. Nothing is taken away: classes bought through it stay yours permanently, and your balance is still the record of what you spent climbing, which is what the Season Carry is a share of.
Classes: what they actually do
  • Every one of the 23 class descriptions was read against its code. Eleven were wrong. Two described an ability the class does not have: Wither Skeleton said "wither on hit" when it is a 12-block pull, and Witch said "poison on hit + potions" when it is a thrown 4-second hex cloud.
  • Five cooldowns were fiction. Breeze claimed 11 seconds against a real 20; Cave Spider 12, Ravager 18, Blaze 15, and the Spider's Sky Hook 30 against a real 10.
  • Corrected omissions that change how you play: Enderman's five-second telegraph and endgame lockout, Breeze's fall immunity only covering the leap, Vampire dropping out of bat form on any hit, Slime swelling to maximum size for 5 seconds after a slam, Creeper's Speed II opener, Iron Golem being rooted mid-charge, and Cave Spider halving hits on the survivor you are riding.
  • There were two copies of every description and only one was maintained. There is one now, so a rework updates the tooltip, the Lab and the website together.
  • The Tactical Vest works. It made your chestplate render as nothing at all — the item was being published to your client as a head item, so the game drew nothing on your body. Never the resource pack.
Menus & readability
  • The Barracks is reorganised. Rank, cookies and prestige lost their tiles — all three are on your name card and on the scoreboard every round. The row you land on is now the Lab, the Pass, Challenges and Titles.
  • Ranked shows the real tier badges instead of coloured wool, and Legend is dark red: plain red is the colour an infected player wears in tab, so a Legend in the lobby was being read as someone who had already turned.
  • Season 1 has its own mark. The insignia was the biohazard symbol — which is the server's logo, so a badge meant to say "I was here for the first season" said nothing but "I play MCInfected". It is an S1 now, deepening through ten rungs as you climb the pass.
  • Armour trims show their own smithing template in /cosmetics. At 16 pixels a trim overlay on a chestplate is nearly invisible, so all ten read as the same grey armour.
  • The encyclopedia is clickable: a card that describes a screen now opens that screen. New pages for the Lab, the Outbreak Pass and the shop — and shop prices are read live from the server, so it can never quote a price the shop does not charge. It was listing a golden apple the shop stopped selling.
  • /season — your pass tier, classes left to earn and ranked standing, on one card. It also shows once a day when you join.
  • Small but constant: /rating's HUD hint read "fullkquietloff", because a pipe and a lowercase L are the same three pixels in Minecraft's font.
September 1

Recruits, Trials & a Lot of Fixes

✦ Refer a friend
  • /refer <player> — new players name whoever brought them, any time in their first 10 games.
  • The recruiter gets 3 cosmetic crates — but only once that recruit reaches rank 10. Nothing pays at claim time, so there is nothing for alt accounts to farm.
  • Recruit players who stay and you unlock the ✦ Recruiter insignia, deepening in colour at 5, 10 and 25.
Rank trials
  • /trial — one free trial per account, two ranks above your own (no rank → Champion, Vanguard → Titan, Champion → Titan), for 48 hours.
  • You choose when it starts with /trial start, so it is not wasted while you are offline. Needs 5 rounds played first.
  • Includes every class of that rank, the faster crate rate and /sneak. Does not include rank cosmetics, rank crates, boosters, Chroma or Tag Studio — those stay with the real rank.
  • Trial players wear a [TRIAL] tag rather than the paid one, and get a warning an hour before the trial ends.
Mother Zombie
  • Alpha's Wrath and Alpha Roar deal no damage at all — they knock you around and slow you. Her damage lives in her fists and her grenade.
  • The wither rose no longer stacks. If you are already withering, a second rose does nothing — so two Mothers cannot take turns melting one survivor.
  • Being withered finally looks withered: black hearts and a status icon, instead of damage arriving from nowhere.
Classes
  • Turning infected starts your class ability on cooldown — no more being bitten and instantly escaping with it.
  • Enderman cannot teleport in the last 30 seconds of a round.
  • Every ability item now shows the cooldown sweep on the item itself, including second abilities like Sky Hook and Recall.
  • Final Stand no longer keeps your poison, wither or slowness — their particles were trailing an "invisible" player like a flare. A Final Stand save also no longer shows up in the Outbreak Report as an infection that never happened.
Fixes
  • Final-tier challenge titles were impossible to earn. Every top-tier reward (10,000–25,000) was larger than the per-round payout cap, so it was refused forever and took the title with it. Anyone already sitting on a maxed challenge is paid on their next round.
  • Mastery challenges count prestiged classes — prestiging was silently un-mastering them.
  • Bounties can no longer be dodged with /stuck: the pot goes back on your head with a public callout.
  • Slime no longer splits over the void, crate counts update as you open them, the void kill effect is much quieter, and killing the last survivor is labelled properly.
Encyclopedia
  • Rewritten, and it now explains class XP — which was never documented anywhere: infect 100, assist 40, chip damage 1 per 2 hearts, first infection +25, finishing the round 25, horde win 50, capped at 600 per round per class. Three new pages cover Daily & Challenges, Cosmetics, Crates & ❖ Shards and Round Events, and every number reads live from the server.
August 29

Launch Week Hotfix

New
  • ⚡ Adrenaline Shot — rank 14+ survivors spawn with one per life: right-click for 3s of Speed II. Break a chase, or make one.
  • Kit preview — left-click any locked class in the picker to see its actual armour, items and abilities; shift-click an owned one for the same. Shows what your mastery does to the numbers — listed values are the full ones your class matures into.
  • Horde wins on /zstats — wins with the horde, and as the Mother Zombie, now tracked.
  • 30 rotating chat tips — commands, systems, fun facts.
Battle Buddy
  • Radius 15 → 20 blocks, drip now 8 → 15 cookies (paid in chat), full-round bonus 75 each.
Balance
  • Bogged — cocoon is 5 punches (8 with Tight Weave), down from 10; the feet-cobweb is gone.
  • Mother Zombies can't stack abilities — one Wrath/Roar hit per victim per 2.5s across all Mothers.
  • Horde victories count as wins — they were recording as losses, MZ included.
Kill credit
  • Damage-over-time pays its owner now: Wither Skeleton's wither (on-hit and Soul Chains), Spider and Witch poison, and Blaze's ignite all feed streaks and kill credit.
  • Stale credit is dead — a kill can no longer echo into the victim's next death (the void double-credit bug), on every death path.
Fixes
  • Slime can't get infinitely stuck via /stuck; pre-wipe class selections reset to Zombie; /sneak re-checks its rank; crate dupes trigger auto-rankup; celebration fireworks deal no damage; daily rewards no longer tease on the hub; mastery levels state real numbers; Last Survivor line reads the right way round; VANGUARD is bold in chat.
August 28

Season 1 — Full Release

The beta is over
  • MCInfected is released. The wipe has run: ranks, cookies, prestige, perks, skills, mastery, bank and stats are back to zero for everyone — the ladder starts today and it starts fair.
  • Your beta collection converted, not vanished. On your first join you receive 1 crate per 2 cosmetics you owned, plus your rank's bonus (Vanguard 5 · Champion 10 · Titan 15), your rank boosters again, and every booster you ever bought refunded in full. Rank cosmetics come straight back.
  • What survived on purpose: insignias — including the ☢, now the Founder Prestige badge, frozen forever at the depth you earned; donor ranks; friends; your settings; your member-since date.
  • The rules are re-issued — everyone accepts v2 on their next join. Punishments are permanent records now: attached to your account, never wiped, never reset.
☂ Battle Buddy rounds
  • 1 in 10 rounds, announced when the Mother Zombies release: every survivor is paired with a random battle buddy.
  • Every full minute you both survive within 15 blocks of each other pays a cookie drip that climbs from 5 to 10 by the final minute. If either of you falls, it dies with them.
  • Make the whistle together without ever being caught apart and you each bank +50 — announced to the whole server as INSEPARABLE.
  • Final Stand saves keep the pair alive — you survived, so it counts.
Daily rewards
  • /daily — one claim per day, and consecutive days climb a ladder from 50 up to 200 cookies from day seven on. Miss a day and it folds back to day one. Days roll at midnight UTC.
❖ Cosmetic Shards & the store
  • Crates bought on the website pay their duplicates in ❖ Shards, a new currency that buys any crate cosmetic outright — 45/120/320/800 by rarity, Legendary trims and leathers 1,200, the Silence trim and Warden morph 2,000. Free playtime crates still pay cookie dupes; real money can never leak into the cookie economy.
  • Crate packages are on the site — 5, 12 and 30 — alongside a 30-booster pack, and the store now has a basket: buy several things in one checkout instead of one at a time.
  • Gifts are announced properly — "Alice gifted Vanguard Rank to Bob!" instead of pretending Bob bought it himself.
Chroma & the Tag Studio
  • Chroma — the four trims no crate carries (Host, Raiser, Shaper, Wayfinder) cycle their colour live, every second, and Chroma Leather walks the entire rainbow. Store exclusive, never a drop. The trim pack also unlocks ⟳ Chroma Cycle on every other trim you own: your unlocked colours become the animation.
  • /tagcolour — Champion recolours its chat tag in 6 colours; Titan paints every letter individually from 16, with Rainbow, Fire, Ice and Toxic presets. Brackets are gone from every rank tag, in chat and in tab.
Economy retune
  • Infections pay a flat 12 (6 kill + 6 spread). The per-survivor scaling mostly punished normal bites at real lobby sizes — it returns if lobbies outgrow it.
  • Survivor Bonus 3 → 5, time played 15 → 20 a minute, Super Spreader 50 → 30.
  • MVP cookies need 6+ players — below that the three awards were paying nearly everyone every round, and two accounts could farm them. Small rounds keep the end-card glory, not the cookies.
  • Longest Survivor is only awarded when someone was genuinely the last one standing. Survivors winning means everyone survived equally — hiding hardest is no longer an award.
Final Stand, actually fixed
  • The window flipped: it now works any time except the last 60 seconds. A free second life inside the final scramble decided rounds on its own — so the perk covers the whole round except the part where it would be strongest.
  • The invisibility is now genuinely invisible. It was being defeated three separate ways — the nametag system, the disguise system and a resync sweep were each re-revealing you. All three are dealt with: for 15 seconds you are simply not there.
Fair play
  • Freelook / 360 perspective is banned — and for Lunar and Badlion it's switched off automatically the moment you join. The principle is now written into the rules: anything that helps you find, see, or track players beyond what vanilla shows you is cheating.
  • Drag clicking is no longer allowed, and sustained clicking around 20+ CPS is treated as machine clicking whatever produces it.
  • Soft cheats get exactly one step of mercy: autoclickers, macros, drag clicking, extreme CPS and freelook are a 1-week ban on the first offence and permanent on the second. Hard cheats stay instant-permanent.
Fixes
  • Slime no longer reforms instantly — kill both babies within 4 seconds or it reforms at one of them; splits are properly baby-sized, and the Mother Zombie never splits.
  • The Weaving drift is gone — web-walking classes no longer phantom-walk in directions you never pressed.
  • GoronCity is back in the rotation, and the lobby is out of it (it was appearing on the ballot as a playable map).
  • Legendary crate pulls no longer play a chipmunked fanfare; the daily GUI no longer hides Day 4 under the claim button.
  • Every class description is finally up to date — in-game cards, the class menu, and the whole website wiki now say what the classes actually do. (Last changelog's honest footnote, paid off.)
August 25

The Alpha Strain Update

The Mother Zombie's arsenal
  • Every round the Mother Zombie starts with one of three alpha grenades at random — Wither, Weakness or Chain.
  • Wither (a wither rose) burns 2 to 5 hearts depending on the survivor's rank, and it can kill. Weakness (a blue egg) lasts 4 to 10 seconds, scaled the same way.
  • Rank 1–9 gets the lightest version, 10–14 more, 15–18 more again, and Commander and ranks 19–20 the worst of it.
  • Weakness and Chain carry over if the Mother dies before using them; Wither does not.
Cookies rebalanced
  • The infected side was underpaid. Over 24 days, survivors took 52% of all in-round income from 4.3× more scoring events.
  • Infections pay 6, plus 2 for every survivor still alive — biting into a crowd pays far more than mopping up the last two.
  • Survivor kills 6 → 4, survivor bonus 6 → 3, time survived 6 → 3, surviving the round 90 → 50, winning as the horde 45 → 25, and time played is halved.
  • Super Spreader pays 50. Last Survivor pays 100.
  • Boosters no longer double everything. Bounties, MVP, Last Survivor and Challenges pay a flat amount — one-off lumps for work already done, which doubling only rewarded saving for a 2× weekend. Kills, infections, time survived, time played, survivor bonus, round win and Super Spreader still double.
Final Stand & the survivor side
  • Final Stand moved to the last 60 seconds — the first minute was the least valuable one there is. No chat announcement, invisibility up from 5 seconds to 15, and the block dust your feet kick up while sprinting is hidden for the duration: infected were following the puffs.
  • Deathball. Three or more rank 19s within 8 blocks of each other get Weakness I, refreshed every second.
  • The survivor scorestreak ladder is 11 tiers, up from 10: melon at 2, apple at 3, wrapping from 11 back to the empty first tier. Tiers 9 and 11 are drinkable poison rather than splash, so Sleight of Hand throws them the moment you click.
Cosmetics & rewards
  • 18 new cosmetics, 93 → 111. Six infect effects (Tendrils, Rupture, Hivemind, Swarm, Fungal Bloom, Patient Zero), six kill effects (Crumble, Confetti, Cleave, Vaporise, Singularity, Detonate) and six pets (Bee, Armadillo, Axolotl, Fox, Frog, Sniffer).
  • Category tiles show how many you've unlocked, with a ★ ALL marker for the full set.
  • Say thanks. Booster announcements carry a clickable [ Say thanks ]. Thanks count for life and unlock the Generous insignia (❤) — 50 white, 100 yellow, 200 gold, 300 red, 500 crimson. One per player per booster, and no thanking yourself.
New players & the lobby
  • Rules acceptance on first join, and /tutorial — a six-card intro to rounds, turning, classes, scorestreaks, cookies and ranks.
  • The map vote fits the lobby. Maps are banded small, medium and large, and the ballot only offers maps that suit the player count.
  • Match moments: infections burst bigger the more survivors are left, the Mother Zombie reveal throws a 20-block pillar of light, killstreaks ring in your medal's colour, and sticky and flash grenades got their own explosions.
Classes
  • Spider and Cave Spider walk through cobwebs at full speed. Illusioner swaps places with its decoy and can shatter it to blind anyone within 3 blocks.
  • Phantom tracks a target from 35 blocks — and tells them — and its Swoop connects again. It lost the 2× airborne damage; Vampire keeps it.
  • Iron Golem charges its slam: hold to wind up. Slime can slam early mid-air and respawns where it was fighting. Corpsman can see who's in healing range, and Spider's hook chains into momentum.
  • Knockback is a wooden sword again — low damage on purpose: swap to it for space, swap back to kill.
  • Honest footnote: class descriptions weren't all up to date yet.
August 21

Identity & UI

Identity & UI
  • Beta Prestige insignia (☢) — every prestige before launch deepened its colour, yellow → gold → green → aqua → dark aqua → pink → purple → dark red. Frozen for good at launch.
  • Tab list rework — sorted owner → staff → donors → free, with rank numbers, your real prestige insignia and an animated MCINFECTED header.
  • Scoreboard — the classic layout returns, with a live Streaks section.
  • End of round — a 5-second countdown with rising tones before the result.
Fixes
  • Attack Dogs can no longer be burned by your own Pyrokinetic Blade, and infected arrows actually damage them.
  • Food can no longer be eaten twice in one click.
  • Vex no longer gets stuck in shell form mid-air.
  • Fire and sticky-root effects clear properly on respawn.
  • Items can no longer be lost by dragging them into menu screens.
August 18

Scorestreaks

Scorestreaks
  • Five new rewards that fire on top of your normal killstreak rewards — at a 3-streak you still get your food, and the UAV arrives with it. Unlock them with prestige tokens in /pshop, then pick which ones you bring in /streaks.
  • You get two slots. Owning all five still means choosing two, and the slots are shared across both halves of a round — so you can carry one for while you're human and one for after you turn.
  • UAV (3) — outlines every nearby infected for ten seconds, for the whole team. One survivor earns it and everyone fights better. The horde is told it's overhead.
  • Care Package (5) — throw a marker and a crate parachutes down exactly where it lands. Anyone can open it, and you only get a three-second head start, so where you throw it is the whole decision. Throw it off the map and it's gone.
  • Attack Dogs (7) — two wolves for thirty seconds. They hunt as a pack, focus the same target, and break off to return to you if they stray too far.
  • Sentry (10) — a turret you place yourself. Ten block range, fires only on infected it can actually see, and takes twenty hits to destroy — arrows included.
  • The Nest (2, infected) — plant a hive and for thirty seconds the horde respawns there instead of at spawn. It can't be planted near a living survivor, it's visible from across the map, and survivors can break it. Bring a forward spawn to the door of the fight.
  • Each one fires once per life, and your equipped streaks now show on the scoreboard with what you've already earned this life.
Perks
  • Flak Jacket is a new perk. Only one explosion can hurt you every five seconds, and a whole ability counts as one explosion — a Blaze's full mortar volley, or a Creeper's blast plus its cluster bomblets. Rung two adds golden leggings.
  • Corpsman rebuilt. The rod now heals 6 hearts, and half of what actually lands echoes back to you — patching people up finally pays. Rung two turns any heal over 3 hearts into a random grenade.
  • Martyrdom is now Final Stand's max rung rather than its own perk, and its grenade damage feeds your scorestreak when the infected it softened up goes down. Everyone who owned either perk is refunded automatically — nobody loses a token.
  • Hardline's third rung is live: your kill bonuses are no longer capped at 1.00 per takedown.
  • The newest perks stop working at rank 19 and Commander. They stay yours and nothing is refunded — they simply don't fire until you prestige. These belong to the players still climbing.
The shop, rebuilt
  • Healing is now a flat 100 cookies per heart, so no food item is ever worse value than another. Melon 100, apple 200, chicken 300, porkchop 400.
  • Grenades, arrows and the golden apple have left the shop. The Mystery Chest is now the only route to them — it still costs 300 and still has the 4% jackpot.
  • Commanders and rank 19 get a 6,000-cookie spending limit in the shop. Not per round — that's the whole allowance until you prestige.
Commanders
  • After 50 rounds at Commander you lose /sneak and your name shows to the whole horde. You get a countdown from five rounds out, and prestiging gives it straight back.
  • Together with the shop limit and the perk lock, sitting at max rank now costs you something. All three reset the moment you prestige.
Fixes
  • /rules and /vision were dead commands — they were listed but never actually ran. Both work now.
  • Infected vision (the green tint) is toggleable with /vision. If you ever see a pumpkin on your head, that's the tint — run /vision to turn it off.
  • Ability damage now shows on your action bar, and a summary of what your abilities did prints when you die — including the Creeper blast that killed you.
  • Fixed the anticheat missing autoclickers that were clicking at inhuman consistency.
August 15

The Outbreak Report

Eight new maps
  • Carentan, Desert Town, Der Eisendrache, Junkyard, Shipment, Tilted, Traction Town and Viking Village have joined the rotation.
  • Map rotation is now a queue. Every map takes its turn before any map comes back — no more the same three maps all night.
  • Classified now draws from the front of the queue too, so the mystery option can't hand you the map you just played.
  • Ballot positions are shuffled, so where a map sits on the vote screen isn't a hint about what Classified is.
  • Fixed the vote counter crediting the whole room's votes to the winning map — it now shows that map's own votes.
The Outbreak Report
  • Every round now ends with an infection family tree — who infected whom, drawn top-down from each Mother Zombie.
  • Rounds too big to fit combine into a single tree branching from one Outbreak origin.
  • Super-Spreader is awarded to whoever's bites led to the most infections down the chain, however far the chain runs. Worth 25 cookies.
Fixes
  • Fixed stats, cookies and crate rewards being lost when moving between the hub and the game. The hub no longer writes your profile at all — the game server owns it, so nothing can overwrite your progress with an older copy.
  • Cosmetics won from crates can no longer be deleted. Anything the server doesn't recognise is unequipped now, never removed.
  • Deaths by falling, void, fire and the kill plane now credit the zombie who caused them. Those deaths were paying no cookies, counting no infection and printing no kill line for anyone.
  • /stuck during Hide! now fully heals you — people were relogging to get healed, which is worse for everyone.
  • /help now only lists commands you can actually use.
  • /ranks marks the rank you're currently on with a gold sword.
  • Auto-rankup now buys the moment you can afford it, including from store packages and lobby payouts.
  • Baby Zombie is a slightly bigger target. The model was small enough that landing a hit at all was the fight.
  • Reckless (Baby Zombie) now ramps harder — the damage you take while frenzied climbs 0.25× per second to a ceiling at six seconds, up from 2×.
  • Illusion energy moved to the XP bar. On the action bar the round HUD repainted over it every second, so the gauge looked like it kept vanishing.
  • Lobby pets no longer drop eggs, and lobby statues stay where they were put instead of wandering off in the rain.
Store & rules
  • Checkout now happens on mcinfected.org — ranks and boosters no longer bounce you to a separate storefront. Payment is still handled by Tebex.
  • The full rules and punishment policy is published at mcinfected.org/rules — the strike ladder, which offences are instant permanent bans, exactly which clients and clicking styles are allowed, and how appeals work. All punishments carry over in full.
August 11

The Network Update

The Network
  • MCInfected is now a network. Joining play.mcinfected.org lands you in the new hub — walk through the portal, use the compass, or type /play to join the Infection.
  • /hub (or /lobby, /leave) returns you to the hub from the game at any time.
  • Your rank, cookies, stats and perks follow you everywhere — chat ranks, /profile, /friend and /message all work in the hub.
  • The hub is safe ground: no fall damage, no hunger, and the void just returns you to spawn.
Perks are now upgrade ladders
  • Buy a perk again to level it up. Every perk has 1–6 levels, each stronger than the last — the full ladders are on the wiki.
  • Your old perks were returned and your tokens restored based on your prestige — respend in /pshop.
  • Corpsman rods now heal instantly instead of giving Regeneration.
  • Demolitionist always gives a grenade — higher levels unlock more grenade types.
Fixes
  • Fixed dying when the round timer showed 0:00 — the round now ends exactly on time.
  • Hardline now starts you at 1 scorestreak instead of skipping from 0 to 2.
  • Iron Golem’s Immovable skill now truly blocks all knockback during the slam windup.
  • Fixed the Prestige 1 and Prestige 4 symbols rendering as blocky low-res icons.
July 22

The Mastery Update

Class Mastery
  • Every class now levels up, 1 to 10, earned only by playing it. A fresh class is an immature strain — levelling brings it up to full strength by Level 9. Damage never changes at any level.
  • Level 5 unlocks your class's signature ability trail; Level 10 is MASTERY — a gold star by your name and an exclusive gold trail. Master all 23 to become PATIENT ZERO.
  • Track it all in /mastery.
The Outbreak Bank
  • Every cookie spent on /rankup and /prestige is matched 1:1 into a permanent vault that buys infected classes outright — six classes are earnable, the rest stay store-exclusive.
  • One-way, survives prestige, and camping at Commander banks nothing. Open /bank.
Also
  • The MCI Encyclopedia — an in-game book explaining every system, always up to date.
  • Scorestreaks reworked: melon out, everything one step earlier, Splash Poison II at 10. Hardline Pro now makes dead streaks pay a melon.
  • Perk prices retuned; Feather Falling split into two tiers.
  • Ravager's Stampede hits for 4❤; Blaze Mortar shells deal 1❤ each.
  • Void and kill-zone takedowns now credit the survivors who earned them.
  • Ranks now earn cosmetic crates faster — same 2-hour timer, but Champion collects 2 crates per drop and Titan collects 3.
  • zPower's description was wrong. It hasn't upgraded your gear tier or bow for a long time — it gives +1.5 melee damage on every hit you land as infected. The perk is unchanged; the wording finally matches it.
July 19

The Polish Update

New
  • Class descriptions in-game — every class in the class menu now shows its passive, ability and cooldown right in the tooltip.
  • Ability cooldown on your XP bar — empty when you cast, fills as it recovers, full bar = ready. The number counts the seconds.
  • Loadout Organizer shows YOUR real kit — your rank gear and prestige perks, exactly what you'll spawn with, upgrading as you rank up.
  • /sneak now saves — use it once and it stays on through rounds, the lobby and relogs until you toggle it off.
Fixed
  • Illusioner's Vanish rebuilt — you now go properly invisible, every time. No more visible illusioner or ghost copies stacking on the player.
  • Armour no longer shows on disguises — Husk, Drowned, Bogged and friends stay bare mobs, permanently.
  • Switching class mid-life after fighting no longer half-applies the new class — no more fire-punching Drowned with a missing trident.
  • Survivors now always get their scorestreak, cookies and kill-feed credit for downing an infected, on every kill path.
  • Shop and Mystery Chest overflow is deleted instead of dropping on the ground for anyone to grab.
  • Map-vote totals now show donor multipliers correctly — a Titan's vote reads as 4.
  • Fall damage works when dropping into the spawn zone; /respawn before a round keeps you in the arena.
July 17

Fixes & Authentic Ranks

Class tiers
  • Drowned and Phantom are now Titan classes; Bogged is free for everyone.
Ranks & prestige
  • Rank colours restored to the classic MCInfected: white → yellow → green → aqua, with Commander in magenta.
  • Prestige insignia are the original symbols: ❄ ❊ ✽ ❋ ❇ ✵ ❀ ❁ ✬ ✫ ✷ ✺ ✪ — and max prestige is now 13.
Fixed
  • Creeper's Overload no longer explodes after you die.
  • Fall damage works inside the spawn safe zone — the shield stops attacks, not gravity.
July 15

Balance & Safety

  • Spawn safe zone — fresh infected can't be hurt near spawn, and nobody can shoot, nade or cast abilities into or out of it. Taking a fight forfeits the protection.
  • Blaze Mortar reworked — HOLD to fire the volley, TAP to hover and fire from the air.
  • New: Spider Sky Hook and Summoner Recall secondary abilities, plus a beacon respawn chooser.
  • Skeleton's Bone Snipe is fast and flat; Wither Skeleton pulls further; Enderman gets 1s of grace after teleporting.
  • Illusioner keeps an earned Vanish + energy through death. Using any ability locks your class for that life.
  • All items are disabled on the win/loss screen.
July 14

The Mega Update

  • 10 new infected classes — Husk, Drowned, Bogged, Silverfish, Breeze, Phantom, Cave Spider, Ravager, Blaze and Vex. 23 classes total.
  • Proximity voice chat — talk to players near you with the optional Simple Voice Chat mod.
  • New class menu + the in-round Switch Class compass — instant swaps until you fight.
  • New leaderboards with your own position, ability screen-flash toggle in /profile, and morphs + lobby statues for every new class.