Java Edition 1.19

Blocks

 * Reinforced Deepslate.png Reinforced Deepslate
 * A new block only found in ancient cities.
 * It is unobtainable in survival mode.
 * Has some unknown "interesting" purpose.
 * Currently can only be broken by mining, although after a very long time, and is immune to explosions, withers, and ender dragons.
 * Unlike other blast resistant blocks, it can be moved by pistons


 * Sculk BE1.gif
 * Generates in the deep dark biomes.
 * Has an animated texture.
 * Drops only experience when broken without Silk Touch.
 * Sculk blocks grow underneath a mob corpse around a sculk catalyst.
 * If too many sculk shriekers activate, wardens may emerge from the sculk blocks.


 * Sculk Catalyst.png Sculk Catalyst
 * Generates in the deep dark biome.
 * Spreads sculk blocks to wherever a nearby mob dies. The amount it spreads depends on the amount of experience the mob is meant to drop.
 * This means that even if the mob doesn't drop experience as it wasn't killed by a player, the blocks would still spread based on the amount of experience it normally drops.
 * Sculk Catalyst Bloom.gif Blooms when activated.
 * Drops only experience when broken without Silk Touch.
 * Emits light.
 * Emits soul particles after a mob dies and grows sculk related blocks.


 * Sculk Shrieker (pre-release).gif Sculk Shrieker
 * Generates in the deep dark biome.
 * Has two soul-shaped patterns in the center.
 * Has the ability to "shriek", emitting ring-like/sonic particles.
 * Is activated by a sculk sensor.
 * Gives players the Darkness effect when activated.
 * If activated too many times, a warden is summoned from the ground.
 * Sculk shriekers summon wardens only if there isn't one within 48 blocks.


 * Sculk Vein BE1.gif Sculk Vein
 * Generates in the deep dark biome only.
 * Generates in a layer on top of blocks, similar to snow.
 * Can be placed in all directions, like glow lichen.
 * Has an animated texture.
 * Drops nothing when broken without Silk Touch.
 * Some have parts that are transparent, allowing the player to see the block it is on top of.

Items

 * Spawn Eggs
 * Warden Spawn Egg.png Warden spawn egg.

Mobs

 * Warden.png Warden
 * Spawns in the deep dark biome, specifically when too many sculk shriekers are activated.
 * "Emerges" from the ground when spawned by sculk shriekers.
 * Digs back into the ground when it doesn't sense any vibration after 60 seconds.
 * The first fully blind mob (bats have basic eyesight, both in-game and in the real world).
 * Because of this, stumbles as it walks.
 * Has a sense of smell. It can detect and pathfind toward the general location of a player or mob through a "smelling" action.
 * Prioritizes smelling the player or mob that it is most suspicious of, rather than the one closest to it.
 * Has a sense of vibration. When sensing movement, it pathfinds toward the source of the movement.
 * It follows and attacks players, mobs, and other entities that make vibrations.
 * It does not attack other wardens.
 * When it detects a vibration, the growths on its head rattle and light up, similar to the sculk sensor.
 * Seems to follow the same rules as the sculk sensor when detecting vibrations.
 * If any projectile (e.g. egg, snowball, arrow) lands near it, the warden inspects the location where the projectile landed, due to the projectile creating significant vibrations. This feature can be used in order to cause a distraction.
 * Does not detect players that are sneaking.
 * Because of this, it can detect players or mobs that have the invisibility effect.
 * Becomes more suspicious of a player or mob as it detects its location more through vibrations and/or smelling. When it suspects the target enough, it identifies its exact location, which aggravates it, causing it to pathfind toward the target to attack regardless of outside distractions.
 * It is the only mob that spawns in the deep dark biome.
 * A mob designed to be extremely difficult, intended to be avoided and fled from.
 * Has a way to counter "cheesing" strategies like pillaring up to avoid attacks. The solution does not involve block breaking. rather, more related to psychological effects.
 * Incredibly strong, doing damage, bringing players wearing full netherite armor from full health to  health points.
 * Currently has health points.
 * At least as fast as a walking player.
 * Because of this, the warden isn't needed to receive the advancement, Monsters Hunted.<
 * Warden's chest has a glowing core that appears to brighten and dim in tandem with the Darkness effect.
 * The core creates a low throbbing or "heartbeat" sound as it pulses. The sound and animation speed up rapidly as the warden gets more suspicious of or closer to attacking a player or mob.
 * Is about 3.5 blocks tall, making it one of the tallest mobs in the game, exceeding the iron golem and enderman in height.

World generation

 * Ancient City
 * New structure that generates within the deep dark biome.
 * Includes all of the deep dark features within it.
 * Made of deepslate and its variants, basalt blocks and its variants, planks, and wool.
 * Contains soul sand, soul fire and soul lanterns.
 * Contains candles and skeleton skulls.
 * Contains chests with unique loot.
 * The loot is intended to be items that cannot be found anywhere else in the world, and that provide unique abilities and mechanics to players that weren't possible before and are not attainable by other methods.
 * Contains mysterious frames made of reinforced deepslate.
 * Has different levels and open spaces.
 * Extremely large in terms of size, tends to spawn between y=0 and y=-64.


 * Deep Dark
 * New biome at the "deepest depths of the world".
 * Tends to generate under continental/mountainous areas.
 * Generates exclusively within the deepslate layer between Y=-1 and Y=-64.
 * Contains ancient cities.
 * Wardens can spawn there through the activation of sculk shriekers.
 * Contains all sculk-related blocks.
 * With the exception of spawners, no mobs other than wardens can spawn there, similar to mushroom fields.

Gameplay

 * Enchanting
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in ancient cities.
 * Cannot be obtained by fishing, enchanting, or other loot chests, similar to Soul Speed.
 * Has a total of three levels.
 * Only available for boots.
 * Allow the player to walk faster while sneaking.
 * Is incompatible with Soul Speed, Frost Walker, or Depth Strider.


 * Particles
 * Sculk Soul.gif
 * Sculk Catalyst Bloom.gif Emitted by sculk catalysts when activated by sculk sensors.
 * Shriek.png
 * Sculk shriek particles.png Emitted by sculk shriekers when activated by sculk sensors.
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.
 * Active Sculk Sensor JE1.gif Emitted by sculk sensors when activated by players.


 * Status effects
 * Darkness.png
 * A status effect triggered by the sculk shrieker block, causing the player's camera to dim in brightness, thus limiting the vision of players.

Blocks

 * Sculk Sensor
 * Now are able to activate sculk shriekers when activated.
 * Now are able to communicate with wardens by activating sculk shriekers.
 * Now are able to detect players that are sneaking who step on top of it.
 * Now generate in the deep dark biome.

Blocks

 * Frog Spawn BE2.png Frog Spawn
 * Can't be obtained in survival.
 * Is laid by frogs when they are bred with slime balls.
 * Tadpoles "explode" from them soon after.
 * Tadpole variant depends on the biome where it grows into a frog.


 * Froglight
 * Is dropped by tiny magma cubes when they are eaten by frogs.
 * Has three variants: pearlescent (purple), verdant (green), and ochre (yellow).
 * Which variant is dropped depends on the frog variant that eats the magma cube.
 * A pearlescent froglight is dropped if a warm (white) frog eats the magma cube.
 * A verdant froglight is dropped if a cold (green) frog eats the magma cube.
 * An ochre froglight is dropped if a temperate (orange) frog eats the magma cube.


 * Mangrove Flowers.png (subject to texture changes)
 * Generated in mangrove leaves.


 * Mangrove Log.png
 * Generated as a part of mangrove trees, which are located in swamps and mangrove swamps.
 * Can be crafted into mangrove planks and wood.


 * Mangrove Leaves.png
 * Generated in mangrove trees.
 * A decorative block.


 * Mangrove Planks.png
 * Crafted from mangrove logs.
 * Can be used to craft respective slabs, stairs, fences, fence gates, pressure plates, signs, buttons, doors, boats and trapdoors.


 * Mangrove Roots.png
 * A decorative block.
 * Can be waterlogged.


 * Mangrove Sappling.png
 * Grows into a mangrove tree when planted.
 * Grows underneath mangrove leaves.
 * Can be placed both on land and in water, making it the first tree sapling that can be placed underwater.


 * Mud.png
 * Found in mangrove swamp biomes.
 * Can be created by using a water bottle on a dirt block.
 * Can be placed on top of dripstone to dehydrate and form clay.
 * This in turn enables renewable clay in (clay is already renewable in ).


 * Mud Bricks Render.png
 * Crafted using mud, sand, and wheat.
 * Can be used to craft respective slab, stair, and wall.

Items

 * Spawn Eggs


 * Frog Spawn Egg.png Frog spawn egg.
 * Tadpole Spawn Egg.png Tadpole spawn egg.
 * Allay spawn egg.
 * Firefly spawn egg.
 * Warden spawn egg.


 * Bucket of Tadpole BE1.png
 * Obtained by using a water bucket on a tadpole, similar to obtaining a bucket of fish or axolotls.
 * Can be used to transport tadpoles to another location, similarly with fish and axolotls.

Mobs

 * AllayPixel.png (subject to texture changes)
 * Voted to be in the update during Minecraft Live 2021.
 * Can find dropped blocks or items for a player.
 * Picks up dropped items in loaded chunks and can carry up to a stack at a time, and cannot duplicate items or take items out of chests. It drops its collected items when in range of a note block.


 * Firefly.gif
 * Glows in the dark.
 * Is currently only two pixels big, making it the smallest mob in the game.


 * (subject to texture changes)
 * Grows from a tadpole.
 * Swamp Frog BE1.gif Snowy Frog BE1.gif tropical Frog BE1.gif Comes in three variants: temperate, cold, and warm.
 * The temperate variant is orange, the warm variant is white, and the cold variant is green.
 * Frog variant depends on the temperature of the biome where it turns from a tadpole to a frog.
 * Each variant is planned to have a unique use for players, which remains unknown.
 * One known use is Froglight production.
 * Jumps on lily pads and big dripleaves.
 * Has the ability to swim in water.
 * Eats small slimes, dropping slime balls.
 * Eats small magma cubes, dropping froglights.
 * Currently players can use slime balls to breed frogs (Might change in the future snapshots)
 * Each frog variant drops a different variant of froglight.
 * The temperate frog drops ochre (yellow) froglights.
 * The cold frog drops verdant (green) froglights.
 * The warm frog drops pearlescent (purple) froglights.


 * Tadpole.png
 * Grows up into a frog after birth. Frog type depends on which temperature it grows in.
 * Can be held in a water bucket.
 * Panics on land and pathfinds to a nearby water source.
 * Also panics if there are axolotls nearby.

World generation

 * New biome variant of a swamp.
 * Contains mangrove trees, and are the only trees that can generate there unlike the regular swamp that can also generate oak trees.
 * Biome surface is composed of mud.
 * Biome surface is composed of mud.


 * New type of tree variant that will be added in the wild update.
 * Composed of mangrove logs.
 * Generated roots composed of mangrove root blocks.
 * Has propagules hanging from the leaves of the tree.
 * Found in swamps and mangrove swamp biomes.
 * Found in swamps and mangrove swamp biomes.


 * Completely overhauled in the new update.
 * Contains mangrove trees.
 * Contains mud blocks on the ground.
 * Frogs can spawn here.
 * Fireflies can spawn only during the night.
 * Fireflies can spawn only during the night.

Non-mob entities

 * Oak Boat with Chest.png
 * Similar to a minecart with chest but with a boat instead of a minecart.
 * A player (but only one) can ride in it.
 * Comes in different wood plank variants, including the dark oak, jungle, and the newly added mangrove wood plank variant.

Blocks

 * Clay
 * More efficient way to regenerate clay by placing mud over a dripstone block with a stalactite dripstone growing under. The dripstone dries it out, producing a clay block.

World generation

 * Biomes
 * Updating various overworld biomes, such as swamps and birch forests, to make them more diverse, unique and add more immersion to biomes in general.