When you sat down on day one of programming, what concept were you aiming at, and at what point did it become the Bloxd that we know today? The long-term idea was always bigger than a single game. I wanted Bloxd to become a great place to build and play multiplayer voxel games. But you earn the right to build a platform. For
years, we focused on first-party games that people genuinely wanted to play. Only in the past year have we seriously invested in creator tooling, and creator- made Custom Games now account for around 30% of Bloxd’s concurrent players.
player-built
What are the advantages and disadvantages of creating something browser-based? A big advantage is how easy it is for anyone to try out your game. A player can click a link or CrazyGames thumbnail and be playing seconds later. No install, no patching, no waiting. And because platforms like CrazyGames promote based on player metrics rather than marketing budget, you can focus on building a game players want to play. That’s the right thing to be focused on. That makes web unusually dynamic. New games,
updates, partnerships or distribution opportunities can be put in front of players quickly, and feedback arrives just as fast. It also makes Bloxd naturally device-agnostic: the browser is already everywhere. The flip side of a low barrier to entry is a low
barrier to exit - it can be surprising how quickly players will leave if you haven’t engaged them. We once shipped a name selection flow with no default, so players had to invent a username before they could play. That dropped 10% of our CCU within a day, and we reverted, fixing the drop immediately. At least you know what doesn’t work!
Do you have any personal favourite features within the platform? Some of our games like Survival save progress by world. The impact is players keep coming back to the same world, and communities form around each individual world. That knock-on impact is really cool to see. In a similar vein, we’ve made it two clicks for a player to create their own private world and start inviting their friends, building a base, and so on. In terms of my own Bloxd playing, we’ve been
releasing Bedwars updates recently - adding “mutations” that change the game on a per-match basis - and I’ve been having a blast.
Can you share any planned concepts that were abandoned? We’ve had tons of ideas that have been scrapped. We’ve built plenty of MVPs of core game loops quickly, in 3 days. We’ll put some of these MVPs live on our platform, and see which MVP performs better. Then we proceed and develop out the games that players are enjoying - binning those they aren’t! In particular, I always used to love “hunger
games” style games and modes - there was an implementation I really enjoyed on a Minecraft server called MCPVP in the early 2010s. We made our own version for our audience and it flopped, so we killed it. We strongly believe in building fast, shipping fast, and iterating based on player feedback.
What can we expect from you in the future? We think gaming is moving towards experiences that are more immediate, social and accessible across devices. Bloxd is already built that way. We have the audience, the technology and a team that has shown it can build and scale without external funding. The next stage is about improving Bloxd’s game-
creation engine. Our own first-party Bloxd games aren’t built with the creator tools yet. We want them to be within the next 6 months. And we’re excited for the cool things our players will make with the tools once they’re fully powered. If this all sounds interesting, we’re hiring to help make it happen. We’ll continue developing outstanding first-party
Bloxd games. Our ultimate goal is for Bloxd to be the best place to play multiplayer voxel games, not just on web, but anywhere. And we’ll keep shipping things that take us closer to that goal!
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