100 Nights Beneath the Pines
Building a Minecraft Survival-Horror Experience
At IceByte Hosting, we say “We’re more than just a host.” It’s something you’ll see across our website, but for us it has never been just a tagline.
To us, being more than a host means building things that we’re genuinely excited about. It means bringing together developers, artists, builders, and designers to create experiences that couldn’t exist without everyone contributing their own expertise.
100 Nights Beneath the Pines has become one of our biggest projects to date, and it’s the perfect example of what happens when an idea grows beyond a simple Minecraft server.
Today we wanted to take you behind the scenes and show you how this project came together, what we’ve learned during development, and why we’re so excited to see players eventually step into Pine Hollow for the first time.
It Started With One Question
Every project starts somewhere.
For us, it started with a conversation about horror.
Minecraft has monsters, but after a few hours they stop being scary. Players get stronger, collect enchanted gear, and eventually even the strongest mobs become routine.
We wanted to change that.
Instead of asking ourselves, “How do we make another survival server?” we asked, “How do we make players genuinely nervous when the sun starts setting?”
That single question snowballed into what is now 100 Nights Beneath the Pines.
What is it?
Players arrive at Pine Hollow Camp during what should have been a routine search-and-rescue mission. After a mysterious creature causes their vehicle to crash, they’re left stranded deep within the forest with no communications, no easy way home, and something dangerous lurking between the trees.
Their goal is simple on paper.
- Survive 100 nights.
- Rescue the six missing survivors.
- Repair the abandoned camp.
- Restore the radio tower.
- Uncover the truth behind the curse.
- And somehow make it out alive. (optional)
Now, actually accomplishing all of that is a very different story.
Building an Experience Instead of a Server
One thing we agreed on early was that we didn’t want this to feel like a collection of plugins held together with commands.
We’ve all played servers where every feature feels disconnected from the next. A custom mob over here, a quest over there, and a few decorative builds tying everything together.
We wanted something that felt cohesive.
Every mechanic needed a purpose.
Every system needed to support another system.
The camp isn’t just somewhere you respawn.
It’s something you rebuild.
The survivors aren’t collectibles.
They’re people you’re bringing home.
The radio tower isn’t just another objective.
It’s hope.
Those little design decisions shaped almost everything we’ve built since.
Bringing the Team Together
One of the coolest parts about this project is just how many people have contributed to it.
A project of this size simply isn’t something one person can build alone.
Our development team has been led by Cad, who has been responsible for creating many of the custom plugins that make the experience possible. From progression systems to custom mechanics, a huge amount of what players interact with simply wouldn’t exist without that work.
Alongside him, Ben has been developing the Java side of the project, helping turn ideas into systems that actually work inside Minecraft. Every time we come up with something ambitious, someone has to figure out how to make it happen. Ben has been a huge part of making those ideas become reality.
On the networking side, Flyingdog has been making sure everything underneath the gameplay works as it should. The smoother a multiplayer experience feels, the less players notice the technical work happening behind the scenes, and that’s exactly the goal.
Of course, code is only one piece of the puzzle.
Our build team, led by Souii, has been transforming design ideas into a world that actually feels believable. Pine Hollow isn’t just another forest. Every path, structure, and landmark is built with the goal of making players feel like they’re exploring somewhere with a history.
Then there’s our art team, who have honestly blown us away.
Miri has been creating the monsters that roam the world. Every creature has been designed to feel unique rather than simply looking like another Minecraft mob with a different texture.
Meanwhile, Baggy has been handling both our 2D and 3D artwork, creating graphics, models, and in-game items that help give the project its own identity.
When players pick up an item or come face-to-face with one of the creatures hiding in the forest, they’re seeing hours of work that started long before anything was added to the server.
Keeping all of those moving pieces organized has been another challenge entirely.
The entire project is coordinated by Nathan, with Pelican helping keep everything organized behind the scenes. Once you have developers, artists, builders, designers, and testers all working at once, communication becomes just as important as the code itself.
There’s a lot happening every day, and having people making sure everything stays on track has made an enormous difference.
The Challenges We Didn’t Expect
Like every ambitious project, things haven’t always gone according to plan.
One of the biggest challenges has been balancing progression.
It’s surprisingly difficult to make players feel stronger while still making the world feel dangerous.
If camp upgrades come too quickly, players stop fearing the night.
If upgrades are too expensive, progression becomes frustrating instead of rewarding.
That balance has changed countless times during development, and it’s something we’ll probably continue refining even after launch.
Another challenge has been making everything feel connected.
It’s easy to build individual systems.
It’s much harder to make those systems naturally support each other.
The campfire progression, survivor rescues, radio tower repairs, monster scaling, exploration, and story all needed to feel like parts of one larger experience rather than separate mechanics competing for attention.
That meant a lot of testing, a lot of redesigning, and plenty of conversations that started with, “This works… but it could work better.”
Those conversations are honestly some of our favorite parts of development.
Creating Horror in Minecraft
Minecraft isn’t naturally a horror game.
That meant we had to approach horror differently.
Rather than relying on endless jump scares or simply giving monsters more health, we wanted players to feel uneasy. We used MythicMobs to create custom creature behaviors that go far beyond vanilla AI, while Model Engine lets us bring entirely custom creatures to life.
One of our favorites is the Skinwalker.
It’s not memorable because it’s the strongest enemy.
It’s memorable because players never quite know what it’s going to do.
Some of our favorite moments while testing haven’t involved fighting at all.
They’ve been the moments where someone quietly asks over voice chat,
“Did anyone else just see that?”
That’s exactly the feeling we were hoping to create.
Why This Project Means So Much To Us
The biggest thing this project has reminded us is that great Minecraft experiences aren’t built by one person.
They’re built by teams.
They’re built by artists who spend hours perfecting a single creature.
By developers who rewrite systems because they know they can make them better.
By builders who obsess over tiny environmental details that most players will never consciously notice.
By coordinators who somehow keep dozens of moving parts moving in the same direction.
Everyone working on 100 Nights Beneath the Pines has left their mark on the project, and that’s something we’re incredibly proud of. More Than Just a Host
When people ask what makes IceByte different, this is usually the project we think about first.
Yes, we provide hosting.
Yes, we care about hardware, support, and reliability.
But we also care about helping ideas become real.
We love solving problems, building systems, creating worlds, and working alongside talented people to make something that players will remember long after they’ve logged off.
100 Nights Beneath the Pines is more than a game mode.
It’s a reminder of what a passionate team can create when everyone brings their own skills to the table.
We still have plenty of work ahead of us, and there are undoubtedly more late nights, bug fixes, redesigns, and “what if we tried this instead?” conversations waiting for us.
Honestly, we wouldn’t have it any other way.