Wiki
Mounts
Mounts are one of the signature systems of ChonkyCraft.
Status: Planned
Mounts are one of the signature systems of ChonkyCraft.
This page exists because mounts are not a side feature. They are a major progression pillar.
Design Goals
- Make travel exciting for the entire game
- Give each progression band a new mount or meaningful tack upgrade
- Support combat, traversal, gathering, and exploration roles
- Keep mounts readable and useful in co-op
- Make some mounts feel tied to Minecraft ecology and some feel tied to bosses or breaches
- Include a few must-have fantasy rides that players immediately understand and want
Core Rules
- Standard mounts unlock permanently through
Bond Sigils - Only one active mount at a time
- Quick summon must be reliable
- Mounts should be useful in combat only where it is clearly supported
- Dismounting should not feel clumsy or punish normal play
- Tack should keep older mounts relevant longer
- Companion mounts can exist as exceptions when they grow naturally from vanilla creature behavior
- The roster should mix grounded fauna with a few iconic fantasy rides such as broomsticks, slimes, and dragons
Role Categories
Chargers
Fast land mounts with strong sprint and dash identity.
Examples:
- Mossback Doe
- Steppe Runner
- Frost Prowler
Hoppers
Mounts built around jump arcs, landing utility, and terrain traversal.
Examples:
- Rime Ram
- Sporeback
Skimmers
Mounts that excel on water, marsh, sand, or unstable terrain.
Examples:
- Bog Skater
- Dune Skipper
- Tiderail Skiff
Climbers
Mounts or tack branches that handle cliffs, roots, vines, or wall-biased movement.
Examples:
- Lantern Stag with climbing tack
Flyers
Late mounts with hover, gliding, or true flight.
Examples:
- Ashwing
- Grave Bat
- Skyray
- Void Skiff
Must-Have Mount Fantasies
These are not optional flavor wishes. They are target fantasies the project should satisfy.
Witch Broomstick
Target identity:
- Precise low-altitude hover ride
- Excellent control in vertical routes, rooftops, ruins, and sky paths
- More agile than a heavy flyer, but not the fastest endgame flight option
- Strong fit for witch, storm, grave, or outpost-contract progression
Rideable Slime
Target identity:
- Bouncy hopper mount with high jump personality
- Strong fall forgiveness and landing comfort
- Good fit for slime zones, marshes, unstable ground, or impact-based traversal
- Should feel funny and useful, not like a joke item you abandon instantly
Rideable Dragon
Target identity:
- Apex late-game flying mount fantasy
- Strong sense of earned power
- Real flight presence without deleting all route-based play too early
- Should arrive late enough to feel climactic, not routine
Companion Mount Exception
Not every mount needs to enter through the main biome ladder.
The first planned exception is the chonky cat line:
- Tamed vanilla cats can enter a feeding-based progression path
- Repeated feeding should push the cat through visible
Chonk Stages - At the final stage the cat becomes rideable by one player
- The cat should keep its vanilla coat identity and pet readability
- This line should be funny, useful, and optional, not required for progression
Chonky Cat Rules
- Growth should happen across several readable stages, not instant ballooning from one stack of fish
- Feeding should feel generous and legible, not like a hidden tamagotchi spreadsheet
- The final rideable stage should be earned early enough that players actually use it
- Chonky cats should be slower than major progression mounts, but unusually comfortable and reliable
- They should feel best in forests, villages, rooftops, and short-range exploration loops
- They should not replace the main mount ladder for deserts, marshes, deep caves, or flight
Suggested ride identity:
- Stable low-speed ground travel
- Strong step height and soft landing feel
- Tight turning and good home-base utility
- Light comfort or luck utility instead of war-mount damage identity
System boundary:
- Chonky cats should use a trimmed-down upgrade path, not the full tack suite used by war or travel mounts
- The feature should stay readable enough that players understand it just from feeding and using their cat
Current implemented baseline:
- Chonky cats now use
4,8, and12feed thresholds - Any tamed vanilla cat can enter the line through repeated
cat foodfeeding by its owner - The final
12-feed stage unlocks riding for the owner - Secondary use keeps sit or unsit behavior available without sacrificing ride access
- The current prototype makes them slower than the
Mossback Doe, but sturdier and better at short-step terrain
Special Mount Lines
Not every required mount fantasy needs to sit on the main ladder as the only traversal unlock of its phase.
Current direction:
Witch Broomstick: required fantasy, likely delivered as a side-line precision hover mount in the mid-to-late ladderSlime Mount: required fantasy, likely delivered as a side-line bounce mount with strong fall and jump utilityDragon Mount: late-game or endgame earned flyer, whether as a direct mount line or an evolution of an earlier flying line
Mount Ladder
| Phase | Unlock | Role | Notes |
|---|---|---|---|
| 01 | Mossback Doe | Charger | Stable early travel and forest routing |
| 02 | Rime Ram | Hopper | Better vertical navigation and snow combat control |
| 04 | Steppe Runner | Charger | Open-biome speed and pursuit utility |
| 05 | Bog Skater | Skimmer | Marsh movement and poison-zone traversal |
| 06 | Dune Skipper | Skimmer | Sand-biased speed and glide support |
| 07 | Tiderail Skiff | Skimmer | Coastal and pirate-zone travel, first Worldshift milestone |
| 08 | Lantern Stag tack | Climber | Keeps an older mount relevant in new terrain |
| 09 | Frost Prowler | Charger | Deep-biome speed under pressure |
| 11 | Sporeback | Hopper | Stable deep-swamp traversal and impact play |
| 12 | Ashwing | Flyer | First major airborne mount, potentially the first dragon-line step |
| 14 | Grave Bat | Flyer | Event or breach mobility |
| 15 | Skyray | Flyer | High-tier hover and combat positioning |
| 16 | Void Skiff | Flyer | Endgame traversal capstone |
Tack System
Tack is how the game avoids replacing every old mount outright.
Tack families:
Spurs: speed, acceleration, drift handlingHarnesses: carry or utility bonusesPlating: survivability and impact resistanceCharm tack: region or weather utilitySiege tack: mounted combat support where appropriate
Rules:
- A mount should usually have 1-3 viable tack identities
- Tack should come from bosses, elites, field-guide rewards, and stormfronts
- Tack should not become a spreadsheet mini-game
Combat Rules
Mounted combat should exist, but carefully.
Keep:
- Charge attacks
- Momentum-based dodging
- Select mounted spell or ranged stability bonuses
- Contact or landing effects on specific mounts
Avoid:
- Every boss requiring a mount
- Turning all combat into mounted strafing
- Making ground combat obsolete
Co-op Rules
- Mount unlocks should be co-op safe
- Rare mounts should have fair reacquisition paths
- The stable should be visible and understandable for both players
- Shared outposts should have mount utility stations
Minecraft Integration Rule
Whenever possible, mounts should relate to recognizable Minecraft ecology:
- Deer-like forest runners
- Ram or goat-like snow jumpers
- Marsh skimmers
- Desert lizards or gliders
- Spectral late-game fliers
This is usually stronger than importing a random fantasy animal with no biome fit.