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CreativeMode

Lovable for Minecraft mods

Summer 2024active2024Website
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Report from about 2 months ago

What do they actually do

CreativeMode lets anyone create and play Minecraft mods without coding. On the web, users describe an idea in plain English, and CreativeMode generates a playable mod that can be remixed and published to a public library; the team documents using large language models to implement and debug mods (homepage/Explore, LLM post). A desktop Launcher installs and runs these mods in Minecraft Java (with added Bedrock support) so players can jump in without manual setup (Launcher announcement).

They also host multiplayer servers so creators and friends can play together, and offer a paid Pro tier with extras like hosted servers, priority processing, and unlimited creations (Multiplayer, Pro features). Community programs (ModJams competitions, leaderboards, remixable mods) help creators get visibility and drive new content (ModJams).

Company materials report a community in the low-hundreds-of-thousands (YC lists “over 100,000 players,” and the subscribe page says “over 150,000 users”), and the Explore page shows individual mods with real download counts, indicating active publishing and play (YC profile, Subscribe, Explore examples).

Who are their target customer(s)

  • Non-technical Minecraft players: They want fresh content without breaking their game or managing installs. They need one-click, reliable experiences they can try with friends.
  • Aspiring creators with ideas but no coding skills: They want to turn a concept into a playable mod quickly without learning programming, asset pipelines, or mod tooling.
  • Streamers and YouTubers: They need unique, on-demand content for videos or events and can’t wait weeks for custom mods or troubleshoot installs for their audience.
  • Small server hosts and friend groups: Setting up modded servers and keeping versions consistent is time-consuming and error-prone; they want easy, joinable multiplayer with custom content.
  • Hobbyist or indie modders: They spend too much time debugging across versions and distributing installs, and want faster prototyping and simpler distribution to players.

How would they acquire their first 10, 50, and 100 customers

  • First 10: Personally recruit 10 active players/creators from Discord and current Explore publishers; give free Pro and a hosted server in exchange for live testing, feedback, and short video testimonials. Use the Launcher’s one‑click install and Discord support to onboard and fix issues in real time (Launcher, Pro features).
  • First 50: Run a small paid ModJam with a clear theme and a streamer-played finale; promote entries on r/Minecraft and PlanetMinecraft and feature them in Explore to drive downloads. Use hosted multiplayer and the Launcher so entries are playable on stream the same week they’re published (ModJams, Launcher).
  • First 100: Outreach to dozens of small/mid Twitch/YouTube creators with a templated event pack (mod + one‑click server invite + short tutorial). Offer short-term free hosted servers for events and a referral perk (extra creation credits or server time), then upsell Pro once creators see audience engagement (Pro features, Explore).

What is the rough total addressable market

Top-down context:

Minecraft has an estimated monthly player base in the hundreds of millions; recent summaries commonly cite ~170–204M monthly players in 2023–2024 (HostHavoc, Business of Apps).

Bottom-up calculation:

Assuming ~200M monthly players, a conservative 5% interested in easy, one‑click mod experiences implies ~10M users; an aggressive 15% implies ~30M. CreativeMode reports ~100–150k users today, a small but real foothold (YC, Subscribe).

Assumptions:

  • ~200M monthly Minecraft players as a working base.
  • 5–15% of players would use one‑click mod creation/instant‑play.
  • Reported user figures (~100–150k) reflect current SOM, not TAM.

Who are some of their notable competitors

  • MCreator: A popular no‑code desktop tool for building Minecraft mods via a GUI. Competes on letting non‑programmers make mods, but users manage local builds/installs and it lacks AI generation + hosted play.
  • CurseForge / Overwolf: The largest mod distribution network with integrated installers and strong author tools. Competes on reach and install simplicity, but doesn’t turn plain‑English ideas into finished mods.
  • Modrinth: Modern, open‑source mod hosting and launcher with APIs and server hosting. Overlaps on distribution/hosting and easy installs, but focuses on hosting rather than AI‑driven creation.
  • Prism Launcher / MultiMC: Open‑source launchers that manage instances, mods, and modpacks (often integrating Modrinth/CurseForge). Compete on one‑click installs/compatibility, but don’t build mods from ideas or bundle hosted multiplayer (see also https://multimc.org/).
  • Blockbench: A widely used tool for Minecraft models, textures, and animations. Competes for creators’ asset workflows, but it’s an asset editor, not a full mod generator or instant‑play platform.