Launch Sale!Notebound is only $11.99 for the next week only. Grab it early and start building rhythm minigames for your server.
Rhythm-game stages for your Minecraft server◗ PRESS PLAY · HIT THE NOTES · CHASE THE S-RANK
Notebound is a full rhythm-game minigame for your server, inspired by the games that made us love the genre: osu! and Rhythm Heaven. Notes rain down real lanes in the world, your players hit them on beat, and every run ends with a grade, a score, and a reason to try again. A live sidebar keeps score, combo, progress and the track's Top 3 on screen the whole way, so there's always a number to chase.
It's genuinely plug and play. No dependencies, no setup, no resource pack required to try it: install, restart, and a demo song using only vanilla sounds and items is already playable. Everything it needs generates itself on first boot. When you're ready to go further, every part of it opens up.
▶ The core loop
Real falling notes, judged on timing, scored on combo. Tune the feel per server or per song and let players grind for that S-rank.
- Real falling-note rhythm game - notes drop down lanes, hit on beat, left-click judged against the lane you're looking at.
- Packet-only notes - per-player client-side display entities, no world clutter, full teardown on quit or disconnect.
- 1 to 6 lanes, set per difficulty, with per-song spacing / curve layouts.
- Perfect / Good / Miss timing windows, tunable per server and per song.
- Combos, score and grades F through S, plus a flawless SS all-perfect run.
- Tunable scoring - point values and a combo multiplier, per server, per song, or per grading file.
- Live sidebar scoreboard - score, combo, accuracy, progress bar and the song's Top 3, fully editable.
- Hit glow, arm-swing haste and click de-dup for tight, fast charts.
- Smart countdowns that land on the first note after a long intro and count back in after mid-song breaks.
- Vision lock and movement freeze, optional, per server or per song.

▶ Your songs, your stages
Use your own music, chart every beat, and decide how each song plays out. It goes deeper than per-song, too: every difficulty can override the song around it with its own lane count, skin, sounds, play mode, glow, haste and rewards, so "hard" can feel like a different event entirely. Songs are files - share them, sell them, ship packs of them.
- Fully data-driven - songs, charts, models, sounds, rewards, unlocks and menus are all config.
- Unlimited difficulties per song, each its own chart.
- Custom note, target, menu and icon models - material + model_data or 1.21.4+ item_model, single / per-lane / per-note.
- Three play modes - play in place, teleport to an arena, or a private per-player map instance so nobody shares a stage.
- Zero-setup demo song - vanilla sounds and items, playable the moment you install.
▶ Performer mode
Hook up ModelEngine and a song can hide the player completely, armor and all, and put a performing character in their place, camera pulled back like a stage cam (front or behind, fully adjustable). The model reacts to every hit, a skin can even carry its own sounds, and ambient scene models turn it into a concert, not a minigame.
- Skin mode - a performing ModelEngine (or MythicMob) stand-in in the player's place, with an adjustable stage camera.
- Skin-mode conditions - always, only if equipped, only if owned, or gated by a permission / PlaceholderAPI check, with graceful fall-back to normal play, resolved per difficulty.
- Hit-reactive animations - idle, wind-up and perfect / good / miss reactions layered over the idle loop, holding between notes and returning to idle on breaks, with stacking speed multipliers and auto-fit for rapid sections.
- Per-skin hit sounds that swap in only while a skin-mode song runs.
- Scene models - ambient stage props with their own animation timelines.
- Forced or free skins - require owning a skin, or ship it free with the song.

▶ Made to be monetized
Skins are permission nodes, so your existing shop or rank plugin can sell them with zero extra setup - or grant and revoke them straight from the plugin. Rewards run console commands per grade, per difficulty, even on fails, and progression can lock songs behind grades so there's always a next goal.
- Leaderboards - tracked per song and per difficulty (plus an overall best), shown in an in-game browser with difficulty tabs and exposed through PlaceholderAPI.
- Song unlock progression - lock songs behind grades, or hand out access with permissions / admin commands.
- Locked songs show a custom locked icon or hide entirely, your choice.
- Command + MythicMobs-skill rewards per grade, per difficulty and on fail - run any plugin's console commands (economy, LuckPerms, cosmetics, broadcasts).
- One-time rewards alongside repeating ones, for cosmetics and unlocks.
- Skins sold as permission nodes through your own shop, or granted in-plugin by command - no economy hook needed either way.

▶ Chart without pain
Notebound ships a free browser-based chart editor: load your track, see the waveform, paint beats onto a grid, and export a ready-to-drop song file with every setting in one clean panel - you never touch YAML by hand. It even imports osu!mania beatmaps, audio and all, converted for Minecraft right in the page. Nothing uploads anywhere; it all runs locally.
- Free browser chart editor - waveform, paint-on-grid beats, unlimited difficulties, per-lane models, animations and every core song setting in one panel.
- osu!mania import with in-browser mp3 to .ogg conversion.
- Discord webhook - high scores and S / SS ranks posted as embeds with the player's head, no bot needed.
- Custom menus - song, difficulty, skin, results and leaderboard GUIs, all layout-driven, paginated, with per-item pinning.
- Song browsing - owned-first sorting, keyword search, and optional song folders that turn subfolders into clickable categories.
- Developer event API - NoteboundSongStartEvent, NoteboundNoteHitEvent, NoteboundSongEndEvent.
▶ Built for servers
Under the hood it's packet-based: notes are client-side ghost entities, per-player, with zero world clutter and nothing left behind.
- Paper 1.21+, Java 21. Tested on 1.21.11. PacketEvents is shaded in.
- Soft-dependency hooks - MythicMobs, ModelEngine and PlaceholderAPI. All optional, validated at load; the plugin runs fully without any of them.
- Hot reload with /notebound reload; malformed songs are skipped with a warning, never a crash.
- Admin tools - start or stop a song for another player, reset stats, and grant or revoke song access and skins by command, so shops and events can drive it from console.
- Updates never break configs - new settings append themselves with comments or fall back to defaults; your files stay untouched.
- bStats metrics, config-toggleable.
Requirements
- Server: Paper (or fork) 1.21 or newer
- Java: 21+
- Optional: MythicMobs, ModelEngine, PlaceholderAPI (all soft dependencies - installed only if you want their features)