The Wild Update

The Wild Update is an upcoming major update set to release in 2022 as Java Edition 1.19 and Bedrock Edition 1.19.0, themed around "scary things" and nature. It introduces 2 new biomes, adds many different forms of fauna and flora to the Overworld, and adds to the atmosphere and immersion of the game.

Blocks

 * Reinforced Deepslate.png
 * 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 enderdragons.
 * Unlike other blast resistant blocks, it can be moved by pistons


 * Frog Spawn BE2.png
 * 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.


 * 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.
 * An ochre froglight is dropped if a temperate (orange) frog eats the magma cube.


 * 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 Propagule.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.


 * (subject to texture changes)
 * Generated in mangrove leaves.
 * Hanging Mangrove Propagule 1 JE1.png Hanging Mangrove Propagule 2 JE1.png Hanging Mangrove Propagule 3 JE1.png Hanging Mangrove Propagule 4 JE1.png four growth stages.


 * 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 JE1.png Mud Bricks
 * Crafted using 4 packed mud.
 * Can be used to craft respective slab, stair, and wall.


 * Muddy Mangrove Roots.png
 * Muddy variant of mangrove roots.


 * Packed Mud JE1.png Packed Mud
 * Crafted using mud and wheat.
 * Can be used to craft mud bricks.


 * Sculk in redstone.png
 * 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.


 * Sculk Catalyst.png
 * Generates in the deep dark biome.
 * Made of sculk and a bone-like material.
 * May be used in redstone devices.
 * 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.gif
 * 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
 * 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.
 * May be used in redstone as seen in this video when Mojang Studios talks about the sculk sensors.

Items

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


 * Bucket of Tadpole JE1 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

 * Allay.png
 * 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.


 * Spawn within prisons in Woodland Mansions and cages in Pillager Outposts.


 * 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.
 * Temperate Frog JE1 BE1.gif Cold Frog JE1 BE1.gif Warm Frog JE1 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.


 * Warden.png
 * 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.
 * Seems to have knockback resistance.
 * 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. However, the iron golem has a wider hitbox.

World generation

 * 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.
 * Extremely large in terms of size, tends to spawn between y=0 and y=-64.


 * New biome at the "deepest depths of the world".
 * Originally planned for 1.17, then moved to 1.18, and was then postponed to 1.19 due to increased scope.
 * May not contain any water or lava aquifers.
 * May be the rarest cave biome in the game.
 * 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.
 * With the exception of spawners, no mobs other than wardens can spawn there, similar to mushroom fields.


 * 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 all wood plank variants, including the newly added mangrove wood plank variant.

Gameplay

 * Enchanting
 * Added the Swift Sneak enchantment.
 * This enchantment can be found exclusively in chests in Ancient Cities.
 * Cannot be obtained by fishing, enchanting, trading, or other loot chests, similar to Soul Speed.
 * Has a total of three levels.
 * Available for leggings and boots, but does nothing if applied to boots.
 * Allows the player to walk faster while sneaking.
 * Has an increment of 15% per level, for 45%/60%/75% of your walking speed with level I/II/III, respectively.


 * Particles
 * Sculk Soul.gif
 * Sculk Catalyst Bloom.gif Emitted by sculk catalysts when activated by mob deaths.
 * 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.
 * Emitted by sculks and sculk veins when a sculk charge generated by sculk catalysts travels along them.
 * Emitted by sculks and sculk veins when a sculk charge generated by sculk catalysts travels along them.
 * Emitted by sculks and sculk veins when a sculk charge generated by sculk catalysts travels along them.


 * 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

 * 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.


 * 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.
 * Potentially planned to be able to detect a wool block but only when it is placed.

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.

Trivia

 * Previous names considered for the warden were the "stalker" and the "hollowed".
 * The stalker iteration was tall, asymmetrical and had a glowing core. It occurred in totems throughout the Deep Dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a one block high form to prevent players from digging away. That iteration, specifically its appearance and transformation mechanic, felt too clunky and was more goofy than scary, which is why it was scrapped.
 * The hollowed was based off of trypophobia and had white flesh with holes in it. That iteration was deemed too gory by the developers and had to be toned down.
 * In the sixth episode of “The Secrets of Minecraft” it was jokingly revealed that the warden’s personal name is William, similar to how the ender dragon, the wither, and player characters all have personal joke names. The word was also jokingly broken down into the words: war and den.
 * This is the first update to add a 2-dimensional mob, the firefly.
 * This is the first update that features a losing vote candidate (biome, in this case), the swamp biome update from MINECON Live 2019.
 * While this update introduces mud as a block, mud has existed in the franchise as a fluid in Minecraft Earth. The properties of mud in this update have not been stated.
 * Kingbdogz stated in a tweet that the souls in the warden’s chest is incredibly important to its lore.

Concept artwork
Some concept art in this gallery was originally made for the Caves & Cliffs update.