To build The Sandbox’s largest PvP combat experience — a 3x3 LAND arena inspired by modern battle royale games, but with a Sandbox-first identity.
Players will drop into the map, scavenge weapons, fight within shrinking zones, and survive against unique hazards. Combat will blend melee, guns, explosives, and creative voxel weapons that only Sandbox can deliver.
The project’s ultimate aim is to evolve from Play-to-Earn → Play-for-Fun. By introducing community-driven seasons with exclusive SAND-backed rewards, we’ll create a self-sustaining PvP ecosystem that grows with every player.
Core Gameplay Features
Massive 3x3 Battle Arena – the biggest PvP battleground in Sandbox to date.
Drop-In System – players parachute or spawn randomly for unpredictability.
Shrinking Safe Zones – dynamic zones keep matches fast-paced and intense.
Weapon Scavenging & Drops
Melee Weapons: axes, bats, improvised gear.
Guns: rifles, pistols, shotguns, balanced for fairness.
Thank you for sharing this intriguing game concept. However, if the DAO funds every idea for game development, considering Sandbox has hundreds of thousands of land lots, what happens if everyone requests funding?
This is exactly why the DAO exists — to decide which projects will bring the most people into The Sandbox. I’ve noticed that a lot of games receive funding, but very few are built to sustain themselves once that funding ends. Too often, a game launches, lasts a week, and then disappears.
That’s not the path I want to take. My goal is to create a game that’s here all year round — a project that pushes the limits of Game Maker and shows what it’s truly capable of. The game is designed to sustain itself after launch, without relying on continuous funding. It will keep growing through constant updates, new maps, and upgraded combat as Game Maker evolves.
I agree with you — most PvP games really are simple at their core. They’re usually driven more by the combat loop and the game style itself (Capture the Flag, Rush, Deathmatch, Defuse the Bomb, etc.) rather than lots of added complexity.
I think that’s actually a strength. You don’t want to overcomplicate PvP — something like take a life, respawn after a set time is enough to keep things flowing. From there, as GM continues to improve, we can build up the layers: new mechanics, new fighting styles, and new ways to keep the experience fresh.
The key is replayability. Players should want to jump back in again and again, and that usually comes from balance and flow more than from flashy extras. PvP should reward skill and strategy rather than just who has the strongest equipment, which is why balance tools in GM are so important.
I also think PvP has the potential to be a huge growth driver for the Sandbox community. If done right, even a “minimal” implementation can be fun and engaging, and then every GM update adds more variety and depth without breaking the foundation. That’s what will keep people coming back long term
Yeah I know it’s closed right now, but I just wanted to put the idea out there. Game jams are fun, sure, but they don’t really add much long-term value to The Sandbox. Unless the theme is PvP, there’s not much point in building something like this for them anyway.
I know the concept is doable — I’ve already built the mechanics for Capture the Flag, and I also know how to create a Death Match using all the current “workarounds” needed in Game Maker.
At the most recent Game Jam, HenGame already built such a game on a 1x1 land
I don’t know if you’ve worked on a multiplayer and detailed game on a 3x3 land before, but as someone who has previously worked on 3x3 and 4x4 Land, I can say that designing a multiplayer game like this for 3x3 will likely result in serious issues with your experience. Constant crashes, connection errors, Optimization Problem etc.
By allocating a lower budget to HenGame, we could improve the experience they’ve already created. However, instead of providing funding for such things, creators themselves need to take initiative.
Providing funding and land to every creator for their game ideas is not a reasonable choice.
The current approach of providing funding and LAND to individual creators for short-term projects is no longer a sustainable or strategic use of DAO resources. While it has helped spark creativity across the ecosystem, it has also resulted in a large number of one-off games that struggle to achieve replayability or long-term community engagement.
To truly advance The Sandbox, funding should be redirected from temporary gameplay experiences toward the development of essential tools, systems, and resources that empower all creators to build, host, and grow their own worlds sustainably.
As an active creator, I am currently developing an independent app designed to connect with The Sandbox, simplifying LAND creation and enabling creators to host their own seasons and manage their communities directly.
The goal should not be to fund dozens of small, short-term experiences, but to invest in scalable tools that make The Sandbox stronger, more open, and more self-sufficient. Real change begins when we stop funding short-lived content and start building the foundation for creators to thrive long-term.