20 × 10
Fist: 1[until JE Combat Tests]
Height: 1.8 blocks
Player spawn point (can be changed by sleeping in a bed, using a respawn anchor or with commands)
The player is the main controlled character in Minecraft. The nine default player skins are known as Steve, Alex, Noor, Sunny, Ari, Zuri, Makena, Kai, and Efe with all unchanged skins being split between these nine skins.
There are nine default player skins, known as Steve, Alex, Ari, Efe, Kai, Makena, Noor, Sunny, and Zuri, assigned to each player based on their account ID if they do not use a custom skin.
- Short dark brown hair.
- Brown skin.
- Dark brown nose and a beard.
- White eyes with blue-purple pupils.
- 4 pixel "wide" arms.
- Plain cyan T-shirt hanging down untucked on the left-hand side.
- Blue jeans.
- Gray shoes.
- Long bright orange hair hanging down on their left shoulder.
- Pale fair skin.
- White eyes with dark green pupils.
- Pinkish lips.
- 3 pixel "slim" arms.
- Plain light green short-sleeved tunic with a dark green belt.
- Brown trousers.
- Grayish boots.
Both player skins are intended to be generic representations of a person, although the player's skin can be changed. Steve is also the shape of a "classic" skin and Alex is the shape of a "slim" skin.
The player's appearance is commonly obscured by equipped armor such as turtle shells, as well as other equipable items such as elytra, carved pumpkins, and heads. Players are also the only entity capable of having capes, as well as deadmau5 ears, depending on the account.
In Java Edition, if shot with an arrow or stung by a bee, the arrow/stinger will appear physically embedded inside of the player for a given time. These do not apply to other mobs.
Unlike the Java Edition counterparts, the Bedrock Edition Steve and Alex are texture updated and their models periodically blink. This feature does not apply to custom skin models.
Default skin variations
Officially-made variations on Steve and Alex have been released, featuring different skin, hair, eye colors, and outfits.
|Leather armor||File:Athlete Steve in leather armor.png|
|Golden armor||File:Athlete Steve in golden armor.png|
|Chainmail armor||File:Athlete Steve in chainmail armor.png|
|Iron armor||File:Athlete Steve in iron armor.png|
|Diamond armor||File:Athlete Steve in diamond armor.png|
|Turtle Shell||File:Athlete Steve in turtle shell.png|
|Elytra||File:Athlete Steve in elytra.png|
|Wither Skeleton Skull|
|Leather armor||File:Athlete Alex in leather armor.png|
|Golden armor||File:Athlete Alex in golden armor.png|
|Chainmail armor||File:Athlete Alex in chainmail armor.png|
|Iron armor||File:Athlete Alex in iron armor.png|
|Diamond armor||File:Athlete Alex in diamond armor.png|
|Turtle Shell||File:Athlete Alex in turtle shell.png|
|Elytra||File:Athlete Alex in elytra.png|
|Wither Skeleton Skull|
- Contents of their inventory and armor unless
/gamerule keepInventoryhas been set to
- Current XP points minus current XP level times 7, capped at a total of 100 XP points. If
/gamerule keepInventoryhas been set to
true, no XP will be dropped.
Differences between editions
In Java Edition, the player can choose from Steve, Alex, Ari, Efe, Kai, Makena, Noor, Sunny, or Zuri. These two models can be customized by downloading free skins from trusted websites or making using an editing program, but in the demo or when playing offline, the game randomly chooses any of the nine skins as the current skin.
In Bedrock Edition, the player can choose between Steve, Alex, Ari, Efe, Kai, Makena, Noor, Sunny, or Zuri in-game, which sets both the skin and the model for custom skins. However, Bedrock Edition also allows the usage of skin packs, each of which has a selection of free skins. On Windows and mobile devices, skins can also be imported from a PNG file. Some skins can be purchased as DLC. Bedrock Edition also features a skin creation system with purchasable apparel and features. Java Edition versions of the nine skins are automatically available for free in Bedrock Edition.
A player has two kinds of reach. The area forms a three-dimensional cylinder because it encompasses vertical and horizontal distances:
- The attack reach, which is 3 blocks
- The building reach, which is 4.5 blocks
Health and hunger meters
The player has 10 full hearts or 20 health points. One full heart represents two health points. When the player's hunger bar is at 18 ( × 9) or higher, health slowly regenerates by 1 every four seconds, but when it is at 20 ( × 10) with saturation remaining, health regenerates by 1 every half second. The hunger bar depletes faster from energy-intensive activities like sprinting, jumping, attacking mobs, and mining, and it can be refilled by eating food. If the hunger bar is at 17 ( × 8.5) or lower, the player does not regenerate health unless in Peaceful difficulty (or under the effect of certain potions). While the hunger bar is at 0 (), the player is starving and proceeds to lose health. On Hard difficulty, starvation kills the player. On Normal difficulty, it brings health down to 1. On Easy difficulty, it brings health down to 10. On Peaceful difficulty, the health bar recovers regardless of hunger, but still depletes from starvation damage, and the hunger bar does not lose any points even when under the effect of hunger.
The player does not take damage for 60 game ticks (3 seconds) upon respawning from death.
There isn't a simple hard-coded maximum velocity for walking, sprinting, etc. The maximum is a result of a base acceleration countered by "friction" or air resistance. The base acceleration for walking is 0.098, and sprinting is 30% faster than that. Velocity is increased by this acceleration value every tick (1/20th of a second), then the player is moved by the resulting velocity, then the velocity is multiplied by the friction value of the block they are walking on. For most blocks, the friction value is 0.546. As the player walks forward, each tick their velocity goes +0.098, *0.546, +.098, *0.546, +0.098, and so on. The result is that eventually, the 0.546 multiplier counteracts the 0.098 increase, so the player doesn't go any faster. The formula for this "terminal velocity" is a/(1-r), where a is the acceleration, and r is the block's friction. 0.098/(1-0.546) ≈ 0.2159 meters/tick = 4.317 meters/second. Sprinting is 30% faster than that; About 5.612 meters/second. Flying is similar, but the base acceleration is 0.49 and the "friction" is 0.91, which comes out to ~10.89 m/s.
The player walks at a nominal rate of 4.317 meters (blocks) per second. That's about 15.5 kph or 9.7 mph, which is a 3:51 kilometer or a 6:12 mile. This means that the player can walk a total of 5181 blocks (5.2 km) in one Minecraft day, if walking in a straight line, ignoring hunger, and not sprinting or sneaking. For sneaking and sprinting statistics, see below.
The player can sprint, draining the hunger bar considerably while doing so. The player sprints approximately 5.612 blocks per second, as opposed to the regular pace of 4.317. That's 20.2 kph or 12.6mph, which is a 2:58 km or a 4:46 mile. The player can usually jump four blocks horizontally when sprinting, although they can jump five blocks with a correctly timed jump and enough momentum. The swiftness effect increases momentum. The player cannot sprint if the hunger bar is at 6 () or less. Sprinting is activated by double-tapping the forward key (default W), then holding it, or by holding the sprint key (Ctrl [⌘ Cmd if using a Mac] by default) while pressing the forward key. Holding the sprint key in Creative mode while flying causes the player to fly faster.
Sneaking is a feature activated by pressing and holding the sneak key (default is ⇧ Shift). Sneaking prevents players from falling more than half a block, making it highly useful for building horizontally outward over space. Going past the edge of a block and stopping sneaking does not result in falling off that block. The player can still dismount blocks while sneaking by jumping over the block's edge. In Multiplayer Mode, a player's name tag will be grayed out in Java Edition or completely disappears in Bedrock Edition when they sneak, to relate to the fact that sneaking will make them harder to see.
|Movement Mode||Speed (m/s)||Speed (km/h)||% of Walking Speed|
The maximum height a player can jump without the jump boost effect is about 1.2522 blocks (1 1⁄4 blocks) in Java Edition. The jump height on Bedrock Edition is shorter because the game uses an outdated, pre-Combat Update value of 1.1875 (1 3⁄16 blocks).
Swimming occurs when the player is sprinting (by double pressing W or pressing Ctrl/Cmd) while the player is submerged underwater. Swimming has the same animation as crawling.
Crawling occurs when the player is in an area less than 1.5 blocks high and prevents suffocation.[Java Edition only] Crawling will also work in Bedrock Edition if the player goes from swimming into a one-block-high area straight after exiting the water.
The onscreen heads-up display (HUD) consists of the player's health bar, hunger bar, experience bar, and hotbar. The armor rating bar appears above the health bar if the player is wearing armor and the oxygen bar appears if the player is submerged in water or is suffocating in a block. The HUD also contains the crosshair and a held object or fist. The HUD can also be toggled by F1.
As mentioned in the Gamemodes section, if the player is in Creative mode the health, hunger, and experience bars including armor rating and oxygen bubbles are hidden and only the hotbar is visible. Despite this, the player can still collect experience, wear armor, and will still display the screen tilting animation when dying from /kill or the void. In Spectator mode even the hotbar, crosshair, and held object/fist are hidden and the hotbar only appears as a player spectating list when a number is pressed or the mouse is scrolled.
Experience points (XP) can be gained via experience orbs when killing mobs or mining certain minerals. The current level is indicated by a green number above the HUD, and the experience points can be used to enchant weapons, tools, or armor with different useful attributes and skills (see enchanting table.) Anvils require experience to use.
The level increases by obtaining enough experience points. All levels and points are lost upon death but can be partially restored by picking up the experience orbs at the place of death.
Experience is also obtained through activities such as mining, fishing, mob breeding, killing certain mobs, trading, or smelting.
- In Survival mode, the player can place and destroy most blocks, and use all tools available. The player has limited health ( icons), hunger ( icons), and oxygen (bubble icons)
- In Creative mode, the player can fly by double-tapping the jump key (default Space) and place an infinite number of blocks, but with limited use of crafting and tools. No mobs will attack the player. The player cannot take damage (at all in Bedrock Edition, and in Java Edition only when falling into the Void or typing the command
/kill), has no hunger and has unlimited oxygen, and breaking blocks is instantaneous.
- In Hardcore mode[Java Edition only], the player can respawn only in Spectator mode, and the difficulty level is locked on Hard mode.
- In Adventure mode, there are no changes from Survival mode aside from being unable to break or place blocks unless they possess a tool with the
CanDestroyNBT data tag for that block, or have a block with the
CanPlaceOntag. This game mode can be played only by having cheats enabled and typing the command
/gamemode a[Bedrock Edition only],
/gamemode 2[Bedrock Edition only], or by opening a multiplayer (including LAN) world.
- In Spectator mode, the player can spectate almost all mobs, ride them as if the player were in a minecart, fly through blocks, and open inventories, but cannot break blocks or change inventories. Along with Adventure, it can be accessed by typing in
/gamemode spectator, pressing F3+F4 until Spectator mode (the eye of ender) is selected or F3+N while cheats are enabled, or dying in Hardcore mode. However, with the Debug Mode world type, the gamemode is locked as Spectator mode unless changed with cheats enabled.
Players in-game are referred to by a username. These are used to target the player with commands and differentiate other players.
In Java Edition, usernames must be 3–16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days. When the player changes their username, the previous username is available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again. This also applies for symbol names. The username can be changed on the preferences page of minecraft.net.
In Bedrock Edition, usernames chosen in-game must be 3–32 characters. Users can choose a username and change it unlimited times from Settings -> General -> Profile. Alternatively, users that sign in with a Microsoft account will have the username set to match their Gamertag. Gamertags can be modified on the Choose your new gamertag page of xbox.com for a fee of US$9.99 except if changing from the gamertag generated upon account creation.
Player names appear above their head as nameplates, typically in white letters within a dark transparent rectangle, though the use of mods can alter this. Player nameplates can also be seen through solid blocks and other obstructions, although a player can sneak to dim the nameplate's visibility when in sight, or hide it completely when out of sight or in Bedrock Edition.
In Java Edition, players can change skins on the preferences page of minecraft.net or the Minecraft Launcher by uploading a PNG image file, which then replaces the default skin. Players also have the option to have three or four pixel-wide arms on the character model.
In Bedrock Edition, players can change their character's appearance from the Main menu or Pause menu -> Character where 5 character slots are shown. Edit Character will open the Character Creator where a skin, which synchronizes between signed-in devices, can be created by selecting pre-made components, altering their height, and selecting a slim or wide arm width. Players alternatively have the option to select from Classic skins within Skin packs obtained from the Marketplace or, for the Windows 10, iOS/iPadOS, and Android versions of the game, import a PNG image file. Classic Skins will not synchronize between signed-in devices.
Players can also choose 6 Emotes per character slot and select or remove a cape.
Players use the Players sound category for entity-dependent sound events.
|Sound||Subtitles||Source||Description||Resource location||Translation key||Volume||Pitch||Attenuation|
|Eating||Players||While a player is eating something||varies [sound 1]||0.8-1.2||16|
|Sipping||Players||While a player is drinking something||0.5||0.9-1.0||16|
|Gulping||Players||While a player is drinking a honey bottle||0.5||varies [sound 2]||16|
|Eating||Friendly Creatures||When a player finishes eating something||1.0||0.6-1.4||16|
|Burp||Players||When a player finishes eating or drinking||0.5||0.9-1.0||16|
|Strong attack||Players||When a player deals an attack that does not trigger any other attack sounds||varies [sound 3]||1.0||16|
|Critical attack||Players||When a player deals a critical hit||0.7||1.0||16|
|Knockback attack||Players||When a player deals a sprinting attack||0.7||1.0||16|
|Sweeping attack||Players||When a player deals a sweep attack||0.7||1.0||16|
|Weak attack||Players||When a player deals an attack with no damage||0.7||1.0||16|
|Weak attack||Players||When a player attempts to attack without sufficient cooldown||0.7||1.0||16|
|Player dings||Players||When a player levels up to a multiple of 5 [sound 4]||0.75 [sound 5]||1.0||16|
|Player dies||Players||When a player dies||1.0||0.8-1.2||16|
|Player hurts||Players||When a player is damaged from a generic source||1.0||0.8-1.2||16|
|Player drowning||Players||When a player is damaged by running out of breath||1.0||0.8-1.2||16|
|Player burns||Players||When a player is damaged by fire||1.0||0.8-1.2||16|
|Player freezes||Blocks||When a player is damaged by freezing in powder snow||1.0||0.8-1.2||16|
|Player hurts||Players||When a player is damaged by touching a sweet berry bush||1.0||0.8-1.2||16|
|Something trips||Players||When a player falls from 4 to 7 blocks high in Survival or Adventure mode||1.0||1.0||16|
|Something fell||Players||When a player falls from 8 or more blocks high in Survival or Adventure mode||1.0||1.0||16|
|Splashing||Players||When a player enters water at low speed [sound 6]||0.0-0.25 [sound 7]||0.6-1.4||16|
|Splashing||Players||When a player enters water at high speed [sound 6]||0.25-1.0 [sound 7]||0.6-1.4||16|
|Swimming||Players||While a player is moving through water||0.0-1.0 [sound 7]||0.6-1.4||16|
|None[sound 8]||None||Unused sound event[sound 9]||None||None||None|
- ↑ Can be 0.5, 1.0, or 1.5
- ↑ 0.9-1.0 for
drink_honey2, 0.315-0.35 for
drink_honey3, and 0.675-0.75 for the second copy of
- ↑ 0.6 for
strong4, and 0.7 for
- ↑ And more than five seconds have passed since the last time this sound played
- ↑ Is 0.75 for all levels over 30, and is When below 30
- ↑ a b The player's momentum, with the horizontal axes' velocity multiplied by 0.2, compared to 0.25
- ↑ a b c The player's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
- ↑ a b No bug reports have been made for this case, however given the resolution of most others the lack of a subtitle is implied to be intentional
- ↑ MC-185414
|Players||While a player is eating something||0.5-1.1||0.8-1.2|
|Players||While a player is drinking something||0.35||0.9-1.1|
|Players||While a player is drinking a honey bottle||varies[sound 1]||0.9-1.0|
|Players||When a player finishes eating or drinking||0.5||0.9-1.0|
|Players||When a player deals an attack with damage||0.2||0.8-1.2|
|Players||When a player deals an attack with no damage||0.2||0.8-1.2|
|Players||When a player reaches a level multiple of 5||1.0||1.0|
|Players||When a player dies||1.0||0.8-1.2|
|Players||When a player is damaged from a generic source||1.0||0.8-1.2|
|Players||When a player is damaged by running out of breath||1.0||1.0|
|Players||When a player is damaged by fire||1.0||1.0|
|Players||When a player is damaged by freezing in powder snow||1.0||1.0|
|Players||When a player falls from 4 to 7 blocks high in Survival or Adventure mode||0.75||1.0|
|Players||When a player falls from 8 or more blocks high in Survival or Adventure mode||0.75||1.0|
|Players||When a player enters water||?||0.6-1.4|
|Players||While a player is moving through water||?||0.6-1.4|
- ↑ 0.5 for
drink_honey3is 0.175 or 0.375
|Name||Identifier||Numeric ID||Translation key|
Players have entity data associated with them that contain various properties.
- The root tag. In level.dat files, this tag is called "Player".
- Tags for all entity, except the id, CustomName and CustomNameVisible
- Tags common to all entities
- Tags for all mobs, except HandItems, ArmorItems, HandDropChances, ArmorDropChances, CanPickUpLoot, PersistenceRequired and Leash
- Tags common to all mobs
- abilities: The abilities this player has.
- flying: 1 or 0 (true/false) - true if the player is currently flying.
- flySpeed: The flying speed, always 0.05.
- instabuild: 1 or 0 (true/false) - true if the player can instantly destroy blocks. This is true for Creative mode, and false for other game modes.
- invulnerable: 1 or 0 (true/false) - true if the player is immune to all damage and harmful effects except for void damage (damage caused by the
/killcommand is void damage). This also makes all mobs, whether hostile or not, passive to the player. This is true for Creative and Spectator modes, and false for Survival and Adventure modes.
- mayBuild: 1 or 0 (true/false) - true if the player can place and destroy blocks. This is true for Creative and Survival modes, and false for Spectator and Adventure modes.
- mayfly: 1 or 0 (true/false) - true if the player can fly. This is true for Creative and Spectator modes, and false for Survival and Adventure modes.
- walkSpeed: The walking speed, always 0.1.
- DataVersion: Version of the player NBT structure. Is increased with every new snapshot and release.
- Dimension: The ID of the dimension the player is in. Used to store the players last known location along with Pos.
- EnderItems: Each compound tag in this list is an item in the player's 27-slot ender chest inventory. (Note: when empty, list type may have unexpected value.)
- An item in the inventory, includes the Slot tag - slots are numbered 0 to 26, inclusive.
- See item format.
- An item in the inventory, includes the Slot tag - slots are numbered 0 to 26, inclusive.
- enteredNetherPosition: Optional. The Overworld position from which the player entered the Nether, for use with the
minecraft:nether_traveladvancement trigger. The tag is set every time the player passes through a portal from the Overworld to the Nether. When entering a dimension other than the nether by not respawning, the tag is removed. Entering the Nether without using a portal does not update the tag.
- x: The X coordinate.
- y: The Y coordinate.
- z: The Z coordinate.
- foodExhaustionLevel: See Hunger.
- foodLevel: The value of the hunger bar; 20 is full. See Hunger.
- foodSaturationLevel: See Hunger.
- foodTickTimer: See Hunger.
- Inventory: Each compound tag in this list is an item in the player's inventory. (Note: when empty, list type may have unexpected value.)
- An item in the inventory, includes the Slot tag.
- See item format.
- An item in the inventory, includes the Slot tag.
- LastDeathLocation: May not exist. Location of the player's last death.
- dimension: Dimension of last death.
- pos: Coordinates of last death.
- playerGameType: The game mode of the player. 0 is Survival, 1 is Creative, 2 is Adventure and 3 is Spectator.
- previousPlayerGameType: The previous game mode of the player.
- recipeBook: Contains a JSON object detailing recipes the player has unlocked.
- RootVehicle: The root entity that the player is riding. Optional.
- Attach: The UUID of the entity the player is riding, stored as four ints.
- Entity: The NBT data of the root vehicle.
- See Entity format.
- Score: The Score displayed upon death.
- seenCredits: 1 or 0 (true/false) - true if the player has entered the exit portal in the End at least once.
- SelectedItem: Data of the item currently being held by the player, excluding the Slot tag.
- See item format.
- SelectedItemSlot: The selected hotbar slot of the player.
- ShoulderEntityLeft: The entity that is on the player's left shoulder. Always displays as a parrot.
- See Entity format.
- ShoulderEntityRight: The entity that is on the player's right shoulder. Always displays as a parrot.
- See Entity format.
- SleepTimer: The number of ticks the player had been in bed. 0 when the player is not sleeping. In bed, increases up to 100, then stops. Skips the night after all players in bed have reached 100. When getting out of bed, instantly changes to 100 and then increases for another 9 ticks (up to 109) before returning to 0.
- SpawnDimension: May not exist. The dimension of the player's bed or respawn anchor. These tags are only removed if the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
- SpawnForced: 1 or 0 (true/false) - may not exist. True if the player should spawn at the below coordinates even if no bed can be found.
- SpawnX: See below.
- SpawnY: May not exist. The coordinates of the player's bed or respawn anchor. These tags are only removed if the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
- SpawnZ: See above.
- warden_spawn_tracker: Contains data about the warden spawning process for this player.
- cooldown_ticks: The number of ticks before the
warning_levelcan be increased again. Decreases by 1 every tick. It is set to 200 game ticks (10 seconds) every time the warning level is increased.
- ticks_since_last_warning: The number of ticks since the player was warned for warden spawning. Increases by 1 every tick. After 12000 game ticks (10 minutes) it will be set back to 0, and the
warning_levelwill be decreased by 1.
- warning_level: A warning level between 0 and 3 (inclusive). The warden will spawn at level 3.
- cooldown_ticks: The number of ticks before the
- XpLevel: The level shown on the XP bar.
- XpP: The progress/percent across the XP bar to the next level.
- XpSeed: The seed used for the next enchantment in enchantment tables.
- XpTotal: The total amount of XP the player has collected over time; used for the Score upon death.
|Java Edition pre-Classic|
|Cave game tech test||The player currently has no visible model. Their hitbox is 1.7 blocks tall.|
|rd-132328||Humans were added with their skin and model from Zombie Town. These are later used for the player.|
|Java Edition Classic|
|0.0.15a (Multiplayer Test 1)||Added the player as an entity for the newly introduced multiplayer mode. Its model and texture are both taken from the human mob.|
|0.24_SURVIVAL_TEST||The texture used by both the player and human mob, which was bearded, was replaced with a beardless version. However, the bearded skin is still used in promotional artwork and other merchandise later on.|
|December 19, 2009||Player shadow test.|
|Java Edition Infdev|
|20100227-1||Players logged in as Notch now drop an apple upon death.|
|20100327||The player now drops their inventory and respawns at the spawn location upon death, rather than having to reload the last save.|
|Java Edition Alpha|
|v1.0.9||Before this version, the walking animation for the player was different; players swung their arms wildly to their sides while walking.|
|v1.0.14||The player can jump only two blocks horizontally, instead of three.|
|v1.1.1||Added ability to sneak with ⇧ Shift by default.|
|?||Held items now appear in third person.|
|Java Edition Beta|
|1.5||Unarmed damage was increased from 1 to 2.|
|1.8||Pre-release||The player now has an experience and hunger bar.|
|The player can now jump four blocks horizontally by sprinting.|
|Unarmed damage was decreased from 2 to 1.|
|1.0.0||RC1||Changed the sounds the player makes. Any physical damage plays a "tick" sound, and damage from falling would play sounds like bones breaking.|
|Before this version, when the player was damaged, they would make a deep "Ooh!" sound that represented the player's response when hurt. However, this sound suggested that the player was male, which was not consistent with/representative of female player skins, so Mojang changed the sound to make it more gender-neutral.|
|1.3.1||12w18a||An apple is no longer dropped when logged in as Notch.|
|1.4.2||12w38a||Changed hurt sounds for player.|
|1.8||pre1||Added a new player model with smaller arms, and a new default player skin named Alex.|
|February 4, 2015||Players can now change usernames.|
|1.9||15w42a||Player's hitbox (usually 1.8 blocks tall) is now shorter (1.65m) when crouching, is a 0.6-block cube when gliding with elytra, and is a 0.2-block cube while laying in bed.|
|15w45a||Jump height increased from 1 3⁄16 blocks to 1 1⁄4 blocks.|
|1.11||16w32a||Changed entity ID from |
|1.13||18w07a||Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.|
|18w15a||Sprinting at the surface of water no longer makes the player swim, instead the player stays at the same altitude constantly.|
|Swimming through 1 block holes is now possible.|
|1.14||19w12a||The player's hitbox height while sneaking is now 1.5 blocks instead of 1.65.|
|19w14a||The player now crawls when they are in a space less than 1.5 blocks tall.|
|August 20, 2022||New skin textures for Steve and Alex were added in the Minecraft Launcher beta, including classic and slim versions.|
|1.19.3||22w45a||Intergrated player skin now stored separately by wide and slim model.|
|Updated intergrated skins of Steve and Alex.|
Intergrated 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
|The 7 new skins can be assigned to offline players now.|
|Upcoming Java Edition|
|Combat Tests||Combat Test 5||Players now get knockback from hits that deal less than half a heart of damage, including no damage.|
|Pocket Edition Alpha|
|Pre-release||Added the player.|
|v0.11.0||build 1||The player's skin can now be customized.|
|Added a new player model with smaller arms, and a new default player skin named Alex.|
|v0.12.1||build 10||Changed the sounds the player makes. Any physical damage plays a flesh impact sound, and damage from falling would play sounds like bones breaking.|
|Before this version, when the player was damaged, they would make a deep "ooh!" sound which represented the player's response when hurt. However, this sound suggested that the player was male, so Mojang changed the sound to make it more gender-neutral.|
|v0.15.2||Alex's shoulders lowered a pixel.|
|1.4.0||beta 126.96.36.199||Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.|
|beta 188.8.131.52||Players can now swim through 1x1 gaps.|
|1.5.0||beta 184.108.40.206||Improved player swimming at the surface of water.|
|1.13.0||?||The player's legs no longer slightly bob when the player is idle or looking around.|
|beta 220.127.116.11||Player height is now customizable in 4 different sizes in the Character creator: tall, medium, small, smaller, though have the same hitbox. Also, player eyes (Steve, Alex, and custom Character creator skins) can now blink.|
|?||The texture skin of both of them (Steve and Alex) now been changed if the Profile button for make own skin was added.|
|1.14.0||beta 18.104.22.168||Players can now only sprint on top of water instead of being able to swim.|
|1.18.30||beta 22.214.171.124||Unarmed damage has now been decreased from 2 to 1 to match Java Edition.|
|1.19.50||beta 126.96.36.199|| |
Added 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||1.0.1||Added the player.|
|TU3||1.04||Added skin packs.|
|TU24||CU12||1.16||Added the Alex skin.|
The human mob before 0.24 SURVIVAL TEST.
- Steve was first named via his appearance in Super Meat Boy by Notch as a joke but later confirmed in the "change skin" menu on minecraft.net, in-game as the default name in Bedrock Edition, and his name in Super Smash Bros. Ultimate. Prior to this, the player was nameless.
- Steve's original model had a beard. Despite the removal, the beard is still used in artwork and merchandise.
- The original Steve skin and player model was originally created for another one of Notch's games called Zombie Town.
- Steve's face was inspired by the player model in Quake.
- The player's eye level (according to coordinates on the debug screen) is 1.62 meters. Since their eyes are 28 pixels above their feet, leaving 4 pixels above their eyes (0.23m), this makes them 1.85 meters tall and 0.925 meters wide. However, the player's hitbox is 1.8m tall and 0.6m wide, the hitbox of a crouching player is 1.5m tall[Java Edition only], and the hitbox of a player gliding with elytra or swimming is 0.6m tall.
- The July–August 2016 issue of Lego Club Magazine mentioned that Steve is Alex's boyfriend. It is also mentioned that Steve is a miner, builder, and alchemist, while Alex is a builder, explorer, and hunter.
- In Minecraft: Pocket Edition Lite, the name of the player was "Stevie" instead of "Steve".
- The Alex skin is implied to be female in the description of a video from Minecraft's official YouTube channel, though never said outright through the use of pronouns or other methods.
- The official Minecraft Instagram account has used gendered pronouns to describe Steve and Alex occasionally.
- In the moveset explanation video regarding their inclusion in Super Smash Bros. Ultimate, Mr. Sakurai Presents "Steve & Alex", the English subtitles referred to Steve and Alex with male and female pronouns respectively, although because Japanese omits pronouns, Masahiro Sakurai didn't use any gender pronouns to refer to them.
- The audio description for the Caves & Cliffs: Part I trailer also refers to Steve and Alex as a "(bearded) man" and "woman" respectively.
- The player's legs do not line up perfectly with the torso; this is an intentional feature to prevent z-fighting when wearing armor.
- in Bedrock Edition, a dead player can still collect experience orbs near their death location until they choose to respawn.
- Before Java Edition 1.14, the camera was located at the player's feet; the world is therefore rendered 1.8 blocks below what it should be at to counteract this.
- Likewise, when the player slept in a bed, the world revolved around the player during the animation instead of the player's camera rotating, which led to some visual bugs.
- In the Minecraft Launcher beta version 2.3.376, the designs of the default skins were updated, 8 years after the Alex skin was first introduced. The new skins have a second layer that resemble sleeve folds, and they were changed to look more similar to their Minecraft Dungeons counterparts.
- Steve is featured as a Micro Mob along with a creeper in the LEGO set 21102 LEGO Minecraft Micro World, as well as a Minifigure (along with Alex and many other skins) in several other LEGO Minecraft sets.
- Steve is an unlockable character named "Mr. Minecraft" in the Steam version of Super Meat Boy. The character has a shorter jump height than other characters but can mine squares from the level and place them as platforms.
- Steve's head is an unlockable helmet in the Xbox Arcade game, Hybrid.
- Steve's head is a wearable item in Borderlands 2.
- Steve's head is a wearable hat in DinoRun SE and Transformice.
- Steve is a playable character in Retro City Rampage.
- Steve is a uniform named "Craft Miner" in Saints Row 4.
- Steve is an unlockable character with a projectile that looks like a stone pickaxe in the game Alone in the Park.
- Steve is an outfit named "Pitman", wielding an iron pickaxe and able to break barriers, in the flash game Strikeforce Kitty 2.
- "Mr. Pixel" in Createrria: craft your games has a face similar to Steve's.
- Steve appears to be an unlockable character in "BowMasters".
- Steve's head is a wearable hat in "Supreme Duelist Stickman" along with a the "pickaxe" weapon that can place blocks such as cobblestone, TNT, and a piston.
- Steve and Alex are available as downloadable content in the crossover fighting game Super Smash Bros. Ultimate, alongside a zombie and an enderman as alternate costumes.
Steve as shown in the Adventure Update logo.
Steve as shown in the Horse Update artwork.
Steve in promotional artwork for Minecraft Realms.
Steve and Alex as shown in the Combat Update artwork.
Steve and Alex as shown in the Exploration Update artwork.
Steve and Alex as shown in the World of Color Update artwork.
Steve, and Alex as shown in the Update Aquatic artwork.
Alex as shown in the Village and Pillage artwork.
Steve and Alex as shown in the Buzzy Bees artwork.
Alex as shown in the Nether Update artwork.
Same as previous, but cropped to Alex and some Soul Fire.
Steve and Alex as shown in the Caves & Cliffs (Part II) artwork.
Alex looking through a Spyglass.
Steve and Alex as shown in The Wild Update artwork. (Sunny and Noor are also in the image, but unimplemented in the game at the time.)
Steve and Alex as shown in the Combat Tests.
Steve and Alex as shown in Pocket Edition Alpha 0.16.0 (Boss Update).
Steve and Alex in promotional artwork for the Education Edition.
Steve and Alex in promotional artwork for the Code Builder Update.
Alex in promotional artwork for the Learn to Code Update.
Steve and Alex in promotional artwork for Mobile, Multiplayer & More.
In other media
Steve from Super Smash Bros. Ultimate.
Steve and Creeper micromobs from LEGO Minecraft.
Official T-shirt artwork "Adventure" featuring Steve and other mobs. Made by JINX.
Official vinyl minifigure of Steve wearing diamond armor made by JINX.
- ↑ "Gender in Minecraft" (archived) – The Word of Notch, July 28, 2012.
- ↑ Vertical attack reach forms a cylinder, not a sphere.
- ↑ http://www.pcgamer.com/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/
- ↑ https://namemc.com/name/p6
- ↑ https://namemc.com/search?q=y-93
- ↑ https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag
- ↑ Can be seen in the file archives, and in "Zombie Town" by Notch, which features the removed human mob.
- ↑ MC-125240
- ↑ "@SuperMeatBoy http://twitpic.com/33e0n7 - Steve?" – @notch (Markus Persson) on Twitter, November 3, 2010
- ↑ "@DrMeatBoy I honestly have no idea. And I tend to always put a question mark after his name (Steve?), you know. :D" – @notch (Markus Persson) on Twitter, November 22, 2010
- ↑ "That's my understanding as well. Oh and steve's face was inspired by the quake character skin. I'm not sure why that's so funny to me." – @notch (Markus Persson) on Twitter, May 28, 2022
- ↑ "Making Mobs: Ten Things You Probably Didn't Know About Minecraft" – Minecraft
- ↑ https://www.instagram.com/p/BxBD-T2AtoX/
- ↑ https://www.instagram.com/p/BzQYlarn0Do/
- ↑ https://youtu.be/_Sp5o1JJdDk
- ↑ MC-42
- ↑ https://twitter.com/Dinnerbone/status/1099982036339748865
- ↑ https://twitter.com/Dinnerbone/status/1100001119407878150
- ↑ https://twitter.com/JasperBoerstra/status/1561129697857110018