Online gaming applications entertain hundreds of millions of daily active players and often feature vastly complex architecture. Among online games, Minecraft-like games simulate unique (e.g., modifiable) environments, are virally popular, and are increasingly provided as a service. However, the performance of Minecraft-like services, and in particular their scalability, is not well understood. Moreover, currently no benchmark exists for Minecraft-like games. Addressing this knowledge gap, in this work we design and use the Yardstick benchmark to analyze the performance of Minecraftlike services. Yardstick is based on an operational model that captures salient characteristics of Minecraft-like services. As input workload, Yardstick captures important features, such as the mostpopular maps used within the Minecraft community. Yardstick captures system-and application-level metrics, and derives from them service-level metrics such as frequency of game-updates under scalable workload. We implement Yardstick, and, through real-world experiments in our clusters, we explore the performance and scalability of popular Minecraft-like servers, including the official vanilla server, and the community-developed servers Spigot and Glowstone. Our findings indicate the scalability limits of these servers, that Minecraft-like services are poorly parallelized, and that Glowstone is the least viable option among those tested.