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History & Timeline · 10 min read

Minecraft Cave Game Origins: How It All Started in May 2009

The story of Minecraft's earliest days, from the Cave Game tech test video to the first public Classic build, Survival Test, Indev, and Infdev phases.

The Cave Game Tech Test

On May 10, 2009, Markus Persson uploaded a 54-second video to YouTube titled "Cave Game tech test." The footage showed a rudimentary 3D world built from textured cubes, with basic lighting and simple terrain. There was no gameplay, no mobs, no crafting -- just blocks. The video received modest attention at first, but it documented what would become the most successful video game of all time.

Persson was 29 years old at the time, working as a game developer at King (the company behind Candy Crush Saga, though that game would not launch until 2012). He had been programming games since childhood, starting on a Commodore 128 at age seven. He had already created several smaller games, including Wurm Online (co-developed with Rolf Jansson), but none had gained significant commercial traction.

Inspirations Behind the Concept

Persson has spoken publicly about the games that influenced Minecraft's design. Infiniminer, created by Zachtronics (Zachary Barth), was the most direct inspiration. Released in April 2009, Infiniminer was a multiplayer block-based mining game where teams competed to find mineral deposits. Its source code was leaked shortly after release, effectively killing its development. Persson played Infiniminer and was struck by the creative potential of its block-based world, but felt it could go further.

Other influences included Dwarf Fortress for its procedural world generation and emergent gameplay, Dungeon Keeper for its first-person perspective in a destructible world, and various roguelikes for their survival mechanics. Persson combined these ideas into a single concept: a first-person game in an infinite procedurally generated voxel world where the player could gather resources, build structures, and survive against hostile creatures.

The Classic Phase (May-November 2009)

On May 17, 2009, Persson made the first build publicly available. Initially shared via the TIGSource forums (a popular indie game development community), the game was playable in a web browser through Java applets. Players could join multiplayer servers and place or destroy blocks -- nothing else.

The game was technically named "Minecraft: Order of the Stone" at first, a reference to the webcomic "Order of the Stick." The subtitle was later dropped, though it would resurface as the name of the first episode of Minecraft: Story Mode years later.

Classic featured only Creative mode. Players had unlimited blocks and could not die. The world was finite -- a single chunk of terrain floating in a void. Block types were limited to cobblestone, dirt, wood planks, stone, and a few others. Despite these limitations, players immediately began building elaborate structures, demonstrating the creative appeal of the format.

Key Classic-era additions included:

  • Water and lava with basic fluid physics (May 2009)
  • Multiplayer servers using custom server software (June 2009)
  • New block types: sand, gravel, sponge, glass, various ores (throughout summer 2009)
  • Trees and flowers as decorative elements

Classic multiplayer was chaotic. There was no authentication system at first, no ability to save builds server-side on unofficial servers, and no moderation tools. Griefing was rampant. Despite this, the community grew steadily. The Minecraft Forums (launched June 2009) and the unofficial Minecraft Wiki (launched in August 2009 on Fandom, now hosted independently) became essential resources.

Survival Test (September 2009)

On September 1, 2009, Persson released Survival Test, a separate game mode that introduced health, damage, and hostile mobs. The player had a health bar of ten hearts and could be attacked by zombies, skeletons, and creepers. Mobs spawned in dark areas and would pursue the player on sight.

The origin of the creeper has become one of gaming's most famous development anecdotes. Persson was attempting to create a pig model but accidentally swapped the height and width values, producing a tall, elongated creature. Rather than discarding it, he textured it green and gave it an explosion mechanic. The creeper went on to become Minecraft's unofficial mascot.

Survival Test was simple. There was no inventory, no crafting, and no block drops. Killing mobs awarded points displayed on-screen. Dying ended the session. But it proved that adding survival elements to the block-building concept created something much more engaging than either mechanic alone.

Indev: Crafting and Survival (December 2009 - February 2010)

On December 23, 2009, Minecraft entered the Indev (In Development) phase. This update represented a fundamental shift in the game's design, introducing the mechanics that would define Minecraft:

  • Crafting system: A 2x2 (and later 3x3) grid where players arranged raw materials in specific patterns to create tools, weapons, and building materials.
  • Inventory: Players could carry items and manage resources.
  • Tool tiers: Wood, stone, iron, gold, and diamond tools with different durability and speed.
  • Smelting: A furnace block that converted raw ores into ingots and cooked food.
  • Day-night cycle: The world shifted between day and night, with mobs spawning in darkness.
  • Torches: Craftable light sources that prevented mob spawning.

The crafting system was not explained in-game. Players had to discover recipes through community wikis, forum posts, or trial and error. This design choice -- controversial at the time -- contributed to Minecraft's community-driven culture, where knowledge-sharing became a central part of the experience.

Indev worlds were still finite (a single island surrounded by ocean), but the gameplay loop of mine, craft, build, survive was now in place. This was the moment Minecraft became recognizable as the game it is today.

Infdev: The Infinite World (February 2010)

On February 27, 2010, Minecraft entered the Infdev (Infinite Development) phase. The defining feature was infinite world generation. Instead of a single finite island, the game now generated terrain in 16x16-block chunks as the player explored. Worlds had no practical boundary -- players could walk in any direction indefinitely, and the game would generate new terrain to fill the space.

This was technically challenging. Persson implemented a chunk-loading system where only nearby chunks were kept in memory, with distant chunks saved to disk and reloaded when needed. This system (refined many times since) remains the foundation of Minecraft's world architecture.

Infdev also introduced:

  • Generated caves and underground ravines
  • Ore veins distributed at specific Y-levels (diamond near bedrock, coal everywhere)
  • Better terrain generation with hills, valleys, and beaches
  • Improved mob AI and spawning mechanics

With infinite worlds and survival mechanics in place, Minecraft was ready for its Alpha phase, which would bring multiplayer back and trigger the game's first wave of explosive growth.

The Technical Foundation

Minecraft was written in Java, a choice that had both advantages and drawbacks. Java's cross-platform compatibility meant the game ran on Windows, macOS, and Linux without separate builds. However, Java's garbage collection and memory management created performance limitations that would persist for years. The game's rendering was built on LWJGL (Lightweight Java Game Library), using OpenGL for 3D graphics.

Persson wrote the initial codebase almost entirely by himself. The code was, by his own admission, not architecturally clean. Features were added quickly in response to player feedback, and refactoring took a back seat to new content. This rapid, feedback-driven development style defined Minecraft's early growth and contributed to its organic community development.

Pricing and Early Business Model

Classic was free to play. When Indev launched, Persson began charging for access. The price was initially set at EUR 5 during Indev, rising to EUR 9.95 during Alpha and EUR 14.95 during Beta, with the promise that anyone who bought during earlier phases would receive all future updates for free. This model created a strong incentive to buy early, and it built trust between Persson and the player community.

Payment processing was handled through PayPal, which froze Persson's account multiple times during sales spikes due to the unusual volume of transactions. These payment difficulties became a recurring headache and were eventually resolved by switching to other payment processors.

Frequently Asked Questions

What was the original name of Minecraft?

The earliest working title was "Cave Game." It was briefly called "Minecraft: Order of the Stone" before being shortened to just "Minecraft."

When was Minecraft first playable?

The first publicly playable build was released on May 17, 2009. This Classic version ran in web browsers via Java applets.

Was Minecraft inspired by Infiniminer?

Yes. Markus Persson has stated that Infiniminer, a 2009 block-based multiplayer game by Zachtronics, was the most direct inspiration for Minecraft's voxel world and block-breaking mechanics.

How was the creeper created?

The creeper resulted from a coding error where Persson accidentally swapped the height and width values of a pig model. He kept the resulting tall, armless shape and made it into a new mob.

Want to experience Minecraft the way it was meant to be played? Astroworld MC runs a custom economy survival server with bosses, enchants, crates and crossplay. IP: play.astroworldmc.com.

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