The Rise and Fall of an Empire
June 2011 — May 2015
47 months of triumph and tragedy
From a small Minecraft server in June 2011 to a $5.9 million business at its peak, MCPVP rode the Hunger Games cultural phenomenon to unprecedented heights—only to face a 96% revenue collapse when Mojang's monetization rules changed everything.
The first Hunger Games movie release drives +103% growth in new accounts.
All-time high of $321,560 monthly revenue with 650K active players.
Mojang EULA enforcement causes -75.6% single-month revenue drop.
| Month | Revenue | MoM % | Active Players | New Accounts | Payments | Bans |
|---|
Where legends were made
51% of all play time was in Hunger Games alone. When the Hunger Games cultural moment faded, so did MCPVP's relevance.
The flagship battle royale that defined MCPVP
| Game Mode | Unique Players | Total Hours | Hrs/Player | % of Total |
|---|
Where the $5.9 million came from
A small group of dedicated spenders drove nearly half of all revenue.
Only a small fraction converted to paying customers, but those who did spent well.
| Product | Purchases | Revenue | Avg Price |
|---|
207 kits • 1M+ purchases • ~$4.8M in credits
| Kit | Owners | Credits Spent | Avg Price |
|---|
| Server | Kits Sold | Unique Buyers | Total Credits |
|---|
The legends who defined MCPVP
| Rank | Player | Total Hours | Days Played | First Seen | Last Seen |
|---|
168,608 permanent bans • 90% for hacking
| Rank | Admin | Bans Issued |
|---|
August 2014
On June 12, 2014, Mojang published their server monetization guidelines. Servers could no longer sell gameplay-affecting items, kits, or advantages.
For MCPVP—built entirely on premium kits and gameplay-affecting purchases—this meant dismantling the core business model.
Servers had until August 1st, 2014 to comply. The result was catastrophic.
The business never recovered.
The team that built and ran MCPVP
May 21, 2015
"The servers went dark, but the memories remain."
Still playing. Still loyal. To the very end.
Thank you to everyone who was part of MCPVP.