Paragon
Paragon is a competitive PvP network for Minecraft Bedrock built across several servers rather than one world. Endstone plugins and Script API gameplay sit behind a custom proxy layer, with player data in MariaDB. The core systems are built and working; the network itself has not publicly launched yet.
- Minecraft Bedrock
- Script API
- Endstone
- Python
- Bedrock Dedicated Server
- Proxy Architecture
- Multi-Server Systems
- MariaDB
- JSON UI

Overview
Competitive PvP needs isolated matches. A duel should not share a world with a lobby full of idle players, and a ranked queue needs somewhere to put people the moment it finds a match. That shape is standard on Java. On Bedrock it is not, because there is no equivalent of the proxy layer that makes those networks routine.
Paragon builds it anyway: several Bedrock Dedicated Server instances behind a custom proxy, with matchmaking, ranked progression and player data living outside any single server.
The problem
One server running every duel couples every match to every other match. A single laggy fight degrades all of them, arenas need manual resets, and there is no way past one machine.
Splitting into instances fixes that and creates two harder problems. Something has to own the player connection and move it between servers. And player identity, meaning rating, stats and party membership, has to stop living in one server's memory.
Engineering areas
- Proxy architecture: holding the client connection and pointing it at a different backend.
- Match lifecycle: allocating an instance and arena, running the match, resolving it, returning players to the lobby.
- Persistence: rating, stats and profiles in MariaDB so they survive transfers and restarts.
- Endstone plugins in Python for server-side behaviour beyond the Script API.
- Custom UI for queues, profiles and match flow inside Bedrock's UI constraints.
- Tooling for queue depth, instance health and match history.
Why this project is here
Paragon is the part of my work that is not addon scripting. It is server infrastructure, networking and backend engineering with Minecraft at the edge of it.
Marketplace and server content increasingly needs persistent player data, external services, and systems too big for one behaviour pack. This is where that experience comes from.
Systems I built
Project status is "In Development", which describes the Paragon network as a whole, not the systems inside it. Each system below carries its own state.
Custom proxy layer
ImplementedSits in front of the Bedrock servers and owns the connection, so a player can move between instances without reconnecting.
Server transfers
ImplementedMoving a player from lobby to a duel instance and back, including what happens when the target server is full or down.
Matchmaking
ImplementedQueueing players by mode and rating, then placing them on an available duel instance and arena.
Ranked system
ImplementedRating calculation and division placement, persisted per player across sessions and servers.
Endstone plugins
ImplementedServer-side plugins covering the gameplay and admin surface the Script API does not reach.
Player profiles
ImplementedStats, rating and preferences in MariaDB, readable from any instance on the network.
Match lifecycle and arenas
ImplementedMatch start, rounds, resolution and arena reset, so instances can be reused without a restart.
Parties
ImplementedGrouping players so they queue and transfer together.
Custom UI
ImplementedQueue, profile and match-flow interfaces built inside Bedrock's UI constraints.
Admin and analytics tooling
ImplementedVisibility into matches, queues and instance health.
Technologies
- Minecraft Bedrock
- Script API
- Endstone
- Python
- Bedrock Dedicated Server
- Proxy Architecture
- Multi-Server Systems
- MariaDB
- JSON UI
Want to talk about this work?
I am open to Bedrock development roles, Marketplace studio work and contract projects.