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Mineforgian

Sensory Abyss

RPG/horror flavored mod. You start broken, permanently. At character creation you choose an affliction. Whatever you pick, something is gone for good. What replaces the lost sense is the point of the mod.

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450
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11
Обновлён
1 июля 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 30 мая 2026 г.

Sensory Abyss

The world takes a sense from you. Everything you learn after that is how to survive without it.

Official Discord — https://discord.gg/nAKVcFCJR3

A note from the developer

_This is my first mod, and it's still very much in progress. Visuals are being reworked over time, bugs are actively being hunted, and mechanics are being tuned as players find the rough edges. I'm wide open to criticism, suggestions, and new ideas. If something feels bad, tell me. If you want a feature, tell me that too. The mod will keep growing.

In the Discord I post what's planned, run polls on what people want to see added, and you can talk to me directly about how things feel, bugs, anything. I like the direction the mod is going, but reworks, new subclasses, new mechanics — none of it is off the table. If you want a feature you designed yourself in the mod, DM me; I'll bring it to a poll, and if it lands you get full credit. (I keep the polls anonymous because I think known names skew opinions — but if you want credit attached when I post, just say so.) _ What this mod is

Sensory Abyss is a horror-flavored overhaul that inverts vanilla progression. You don't start weak and get stronger. You start broken, permanently, in one specific way, and the game becomes about building a playstyle around the loss.

At character creation you choose an affliction. Whatever you pick, something is gone for good. Sight. Sound. Smell. Touch. Taste. Or, if you're feeling brave, all five.

What replaces the lost sense is the point of the mod.

The six afflictions

The Blinded — lost sight

The world is white fog. Your body replaces sight with echolocation, a constant sonar ping that highlights nearby entities in color-coded pulses. Beyond that, your skin drinks in light and darkness: stand in bright light to fill your Light bar, stand in the dark to fill your Dark bar, and cash each one in for permanent stat upgrades.

Radiant — light-pool AoE pressure. Searing pulses spam wide damage; supernovas burst and blind everything in range.

Shade — dark-pool precision assassin. Shadow-strike dashes to your target; Blackout creates a dark zone that grants stealth and supercharges Echo Vision.

The Deafened — lost hearing

You don't hear the world anymore, you steal its sound. Hold a key near living creatures and your body drains the noise out of them, filling your Resonance bar. That stolen Resonance fuels your abilities: shockwave cones, sonic pulses, ground slams, resonance bursts. What you steal also shapes what you become — sounds fall into five categories (aggression, predator, percussion, anguish, ambient), and each category evolves a different ability as you drain more of it.

Frequency Rider — kinetic shooter. Bouncing Echo Shots ricochet between enemies; Resonant Dash phases through fights. Combat builds Frequency stacks that scale movement speed, fire rate, and damage.

Harmonic — supportive song auras. Toggle Valor / Solace / Tempo to buff allies, build Crescendo on damage taken, and chain Cone-Pulse-Wave to trigger a Finale.

The Anosmiac — lost smell

You can't smell poison anymore, so you've become it. Your body adapts to everything it touches — toxins, gases, miasmas, spores — first surviving them, then thriving on them, eventually weaponizing them. The catch: adaptation is universal. Overuse a beneficial potion and your body builds tolerance to that too. Every consumable is a strategic decision.

Sporeweaver — toxic botanist. Grow plants from your body that change species based on the debuff active on you. Verdant Cataclysm roots a 12-block area while every plant in range auto-Blooms.

Miasma Walker — toxic exhaler. Inhale debuffs you carry and exhale them as zones with unique behavior per debuff type. Miasmatic Collapse deploys every mastered zone simultaneously in a 16-block burst at 2× debuff rate.

The Numb — lost touch

You can't feel pain, pressure, or temperature. Your body compensates by absorbing the materials around it. Hold a key on a block and become stone, iron, lava, obsidian, diamond — one material active at a time, each with its own element (earth, metal, fire, frost, crystal, organic, void) and its own adaptation curve from Raw to Mastered.

Both Numb subclasses gain Element Forging — your absorbed-material history physically forges itself into bound gear that grows with you. Five visual stages, tied to your total lifetime absorbs, that change as new material tiers unlock.

Monolith — defensive tank. A four-piece bound armor set (Crown / Carapace / Greaves / Treads) auto-equips and cannot be removed. Vanilla armor is silently refused. Fortify, Encrust, and Petrify scale with material tier; armor stacks up to T5 Exotic at full mastery.

Shardborn — offensive DPS. Twin bound swords appear in your hands and cannot be dropped or lost on death. Damage scales with your absorbed materials — but only while a Shardborn blade is in your main hand. Each blade is its own click: the mainhand swing leaves a short window where a second click fires the offhand manually. Material Strike, Shrapnel Burst, and Cataclysm punctuate the loop.

The Unfed — lost taste

You can't eat food. Food does nothing for you. Instead you scan the creatures around you, rip their essences out, and slot them into yourself. A creeper's HP, a witch's spell, a warden's damage — stack them, swap them, combine them. You are whatever you last consumed, and the more essences you burn through, the more slots and charges you unlock.

Apex Predator — hemokinetic hunter. Three blood-stances on [1] / [2] / [3] (Striker / Reaver / Drinker), each rebinding your V and C abilities to a different blood-magic technique and applying a different passive (solo damage / multi-target carve / lifesteal). Apex Form activates all three stances' passives simultaneously for 15 seconds.

Death Commander — necromancer. Raise minions from nearby corpses, command them mid-fight, and dismiss them for AoE explosions. Army of the Dead summons an undead horde from every corpse within 20 blocks for 60 seconds.

The Shattered — lost everything

All five afflictions, at full intensity, all the time. Permanent blindness, permanent deafness, permanent numbness, permanent anosmia, permanent hunger loss. You cycle which sense is "active" on a keybind, and that routing decides which toolkit your action keys run. No subclass. No specialization. The versatility is the class, and the difficulty is keeping five systems in your head at once.

(Shattered is still getting a rework — the five afflictions are staying, but it needs balance work now that the other classes' subclasses got their overhauls. It's playable as-is, and if you update mid-save your data, level, and progress carry over, and you'll be offered the new options.)

One more multiplayer note: if your group runs other RPG mods and one player wants a different class system entirely, server admins can enable allow_classless_players in the config. Then players get a Decline button on the selection screen, sit out the affliction system, and keep all five senses. The rest of the mod — senses simulation, food spoilage, horror director, magic — still works for them. Off by default, because the mod is designed around having an affliction.

Difficulty

There are four scaling modes. Medium is the baseline — no scaling either direction, the version of the mod I tune everything against. Easy softens it for newer players. Hard and Painful crank pressure, spawn rates, and horror intensity past where the baseline sits. After the recent rebalance, all four tiers shifted one step harder; the old Medium became the new Easy, so if "normal" used to feel comfortable, expect more bite.

Magic, built around senses

Magic is organized into five schools, one per sense, over 85 spells total. Spells are learned through rituals you draw in the world — altars, pedestals, chalk marks on the floor — and tracked in a grimoire. Mana, cooldowns, and spell mastery are all real.

Sight — radiance, shadow, spectral decoys, mirror images, eclipse magic. Sound — sonic weapons, resonance markers, banshee wails, harmonic shields. Touch — ice, frost, glacial mobility, frozen armor. Smell — toxins, spores, pheromone control, corrosive sprays. Taste — blood magic. Siphons, coagulation, crimson avatars, needle storms.

The horror layer

The mod ships with a real horror director, not a random jumpscare plugin. It reads your stress, the weather, the time of day, and what the world has thrown at you recently, and moves between phases:

Reprieve → Unease → Dread → Surge → Aftermath

What you hear changes with the phase. Ambience thickens. The mix gets wrong in specific, authored ways — footsteps where nobody is, doors that open on their own, a voice calling a name that isn't yours, a zone of absolute silence you walked into without noticing. Most of the time the mod is quiet. When it isn't, it's because something decided it shouldn't be.

Scares are rare by design. The horror is personal — whispers and private sounds route to you alone, never to the whole server. If something tells you it's coming from another player, that's a real player who's online right now.

Cursed items Some things ask if you'll carry them. Say yes and they don't let go — four soulbound items bind on accept and have to be cut off at a Ritual Altar with the Severing Rhyme. Real ritual, real components, not a menu option. The bindings give you something. They also take something. Worth it is your call.

Sleep and dreams Sleeping isn't a skip button anymore. A real dream cycle runs while you're under — quality is determined by what's in your bedroom, what's been done to you, and what you've done to yourself. Dreamcatchers, stuffed animals, cursed dolls, ward totems, fragrant herbs — each bed upgrade pulls dream quality in a different direction. Bad sleep bleeds into the morning. Good sleep is rarer than you'd want.

Hunters Specific horror entities exist outside the normal mob roster, and the director chooses when to seed them. They aren't replacement skeletons. They follow you, react to your senses, and end you on their own terms. The Shadowchild has stages; reaching its final stage means something. The Mimic doesn't spawn — it replaces.

Sanity A real bar that responds to what you see, hear, smell, and live through. It frays the world around you in tiers, not on a slider, and the highest tier doesn't ask before it kicks the door in.

The Labyrinth Past a certain point in the late game, the world opens into a place that wasn't on the map. The endgame ritual at the Ritual Altar can resolve in different endings; dying without the Crown flips the ending toward Fracture. The Crown Shard is the lever, banishment is one of the outcomes, and what you carry in determines what walks out.

A real sensory simulation under the hood

Underneath the horror and the classes is an actual simulation layer:

Scent trails you leave behind, decaying over time, blown around by wind, readable by mobs and by you.

A six-tier smell model — from trace to acrid — drives mob behavior, marks armor that's been worn too long, and pools in chunks the way a real smell would.

Vibrations from footsteps and impacts with realistic falloff. A five-tier sound model decides who hears what at what range.

Sound tracked as something the world emits, not just what the client plays. Diegetic breathing when you're scared, audible from outside your own head.

Weather and wind that feed into scent dispersal and the horror pacing.

Body response — heart rate, panic, and weight as real numbers that affect what you can do.

Distortion zones that warp a specific sense in a specific area.

Counters and countermeasures. Scent decoys, noise decoys, tanned leather, padded leather, sound-dampening blocks, flower-forest scrub, cauldron submerge to wash off scent, inventory contamination from carrying the wrong things, scent decals on the ground you can actually see.

Pets

Tame a wolf or a cat and pick a pet class for them — each with its own AI, stat table, and augment tree. Each class shapes the pet for a different job: holding a corner of Dread, tracking by scent, fading on command, lining up the kill so you don't have to. Stats roll on tame — build-driven, species-flavored, tier-scaled.

Commands take priority over class AI. Tell them to hold a position and they hold it.

Party play

The mod supports full multiplayer — PvP, PvE, or co-op — with a party system that exists for one main reason: telling friend from foe.

Form a party with other players and your abilities stop hurting each other. Your offensive spells pass through your teammates. Your healing and support abilities treat them as valid targets. Outside the party, everything works like normal — enemies are enemies, PvP is PvP.

Simple idea, but it's what makes a class-based horror mod actually playable with friends, or a PvP server where your party is genuinely your party and everyone else is fair game.

Lore

There is one. It's never explained to you.

What you'll find: numbered Lore Pages dropped by specific bosses, by the Stitched, and tucked into chests in the right places. Keystone poems unlocked at class and subclass milestones, collected in a Lore tab in the journal. None of it tells you what's going on. It tells you what someone, once, used to feel. Pull enough pages, run enough rituals, and the shape is there.

Optional companion shader pack

For the full atmospheric experience, the companion SenAbyssShader pack is on CurseForge — a modified Complementary Unbound (used and credited per the Complementary License) tuned specifically for this mod. Requires Oculus and Embeddium.

If you have a shader loader installed and the pack isn't there, the mod pings you in chat on join with a download link. If you're on a mod version below 1.9 that in-chat link won't be correct; the pack is here: https://www.curseforge.com/minecraft/shaders/senabyssshader

What else is in the box

Food corruption — food spoils in the world, in containers, and in your inventory. There's a preservation system. Spoilage pauses while nobody is online, so leaving for a day doesn't rot your stockpile.
Item corruption — long-worn gear wears down into the horror economy. It gives perks for use, and raises the chance of curses when you enchant it.
Environmental decay — wood rots in the open over time. (Not expanded on much yet.)
20-level progression tree — stat picks at L2/7/12/17, subclass at L3, combat style at L4, subclass passive at L5, augments at L6/10/14/18, corruption paths at L8/15/19, ability modifier at L9, spec path at L11, ultimate at L13, mastery at L16, transcendence at L20.
Subclass-specific Transcendence — at L20, every subclass has its own three picks. No more shared finale. A real choice between three real builds.
Late-game transcendence ritual — performed at a Ritual Altar with the required components. The L20 choice only unlocks after the ritual completes.
Dozens of consumables, accessories, and tools — flashlights with real batteries, smoke bombs that break scent trails, blood vials, sanity herbs, echo flares, scent decoys, noise decoys, blessing powder, fragrant herbs, dampening blocks.
Full HUD customization — every overlay is repositionable in-game, themed to the same parchment-and-cult-journal aesthetic the rest of the mod runs on.

Who this mod is for

People who want their character to feel like a specific person with a specific broken body.
Pick a sense to lose. Learn to live without it.

Feedback, bug reports, and ideas are welcome. This mod gets better when you tell me what doesn't work.

Ченджлог

2.1-1.21.1Релиз1.21.1 · 1 июля 2026 г.

⭐ New The Unfed: Mastery Devouring a kill no longer fills a fixed essence slot — it banks per-mob Mastery, a currency you spend from the reworked Essence Codex screen. Spend it on a stat boost, a stolen Passive (one mob ability, kept until you die), or Gorge — become the creature outright. Gorge A full transformation: model, hitbox, moveset, and weaknesses, all swapped to match. Bosses cost less Mastery to trigger but are far rarer to earn it from. While gorged you can't eat, drink, use items, or draw a bow/wand — your damage comes from the creature's own body. A new key (default V) fires each form's signature attack: Wither/Blaze/Ghast projectiles, Skeleton arrow volleys, Enderman blink, and more. (you can become any mob but not all mobs have all attacks or animations right now. Notably the ender dragon. Its hitbox is off and it uses the wither attack. I am working on it though) Permanent stat stealing Bank enough Mastery against one mob type — the cost doubles each time — to permanently steal the mobs Health, Armor, or Damage. A real long-term goal sitting on top of the spend economy. Way more ways to earn class XP Building, sleeping through the night, keeping candles lit, casting spells, using class abilities, breeding, taming, harvesting, learning a new spell, completing a ritual, and leveling up spell mastery all grant a small trickle of XP now, alongside combat and exploration. ⚖️ Balance • Fixed a survival-XP exploit — taking damage you were actually immune to (Anosmiac vs. poison, Numb vs. cold, etc.) no longer granted XP as if you'd been hit. 🔍 Quality of Life • Grimoire spell descriptions rewritten across the board to say what a spell actually does — e.g. "Everything caught is Chilled — a brief movement slow" instead of vague text. • The Unfed's class-select blurb and progression readout now describe the Mastery loop instead of the old essence-slot system. 🔧 Fixes • Necromancer's raised Skeleton minions can actually shoot arrows now — they were silently never firing. • Fixed a bug where newly raised minions could fail to appear at all. • Admin class-wipes no longer leave Shattered players staring at a stale drafted loadout.

3.1-1.20.1Релиз1.20.1 · 1 июля 2026 г.

⭐ New The Unfed: Mastery Devouring a kill no longer fills a fixed essence slot — it banks per-mob Mastery, a currency you spend from the reworked Essence Codex screen. Spend it on a stat boost, a stolen Passive (one mob ability, kept until you die), or Gorge — become the creature outright. Gorge A full transformation: model, hitbox, moveset, and weaknesses, all swapped to match. Bosses cost less Mastery to trigger but are far rarer to earn it from. While gorged you can't eat, drink, use items, or draw a bow/wand — your damage comes from the creature's own body. A new key (default V) fires each form's signature attack: Wither/Blaze/Ghast projectiles, Skeleton arrow volleys, Enderman blink, and more. (you can become any mob but not all mobs have all attacks or animations right now. Notably the ender dragon. Its hitbox is off and it uses the wither attack. I am working on it though) Permanent stat stealing Bank enough Mastery against one mob type — the cost doubles each time — to permanently steal the mobs Health, Armor, or Damage. A real long-term goal sitting on top of the spend economy. Way more ways to earn class XP Building, sleeping through the night, keeping candles lit, casting spells, using class abilities, breeding, taming, harvesting, learning a new spell, completing a ritual, and leveling up spell mastery all grant a small trickle of XP now, alongside combat and exploration. ⚖️ Balance • Fixed a survival-XP exploit — taking damage you were actually immune to (Anosmiac vs. poison, Numb vs. cold, etc.) no longer granted XP as if you'd been hit. 🔍 Quality of Life • Grimoire spell descriptions rewritten across the board to say what a spell actually does — e.g. "Everything caught is Chilled — a brief movement slow" instead of vague text. • The Unfed's class-select blurb and progression readout now describe the Mastery loop instead of the old essence-slot system. 🔧 Fixes • Necromancer's raised Skeleton minions can actually shoot arrows now — they were silently never firing. • Fixed a bug where newly raised minions could fail to appear at all. • Admin class-wipes no longer leave Shattered players staring at a stale drafted loadout.

2.0-1.21.1Релиз1.21.1 · 29 июня 2026 г.

⭐ New The Ability Wheel Hold C to open a radial menu of your class's abilities, point, and release. It shows everything your class can do with live cooldowns. In Controls you can set it to fire on release or select then fire, and you can keep walking while it's open. The old direct ability keys (Primary / Secondary / Ultimate / Slots 1–3 / Transcendence / Resonant Dash) are now unbound by default — the wheel replaces them — but you can re-bind any of them if you prefer dedicated keys. Become The Shattered — the Convergence Ritual A new sixth class change ritual. Where each base ritual gives up one sense, the Convergence gives up all five at once to make you The Shattered. Same five pedestals, but the chalk is every color at 5 (5 Sightmark + 5 Echomark + 5 Scentmark + 5 Voidmark + 5 Bloodmark). Channels for about a minute — the longest class change. The Shattered drafts its whole kit The Shattered no longer has fixed sense-combination perks. At L3/5/9/13/16 you draft two abilities at a time into a six-slot loadout — including your ultimate at L13, which is now a pick-2-of-4 draft instead of a fixed grant. Free respec after big updates Run /sa respec to re-do your level-up choices without a full class reset — it keeps your class, subclass, level, XP, and everything you've absorbed. You get one free respec per major update (not bugfix patches), and a chat line tells you when it's available on your first login after updating. Modpack & server support Server owners can now slot modded mobs, blocks, and items into the affliction systems without code — datapack JSON for The Unfed's essence pools and The Numb's materials, config for The Deafened's sound categories and Item Mastery. See MODDED_CONTENT_CONFIG.md. ⚖️ Balance • The Blinded — Light and Dark stat pools trimmed roughly 20–25% per pick, and passive Health Regen cut further, so a long-played character no longer snowballs out of control. (The journal's listed values are updated to match.) • The Shattered now correctly receives its Blinded affliction's Light/Dark stat pools and health regen — these were previously being dropped. • The Numb — Clumsy Hands — a single heavy blow (50%+ of your max health in one hit) now reliably knocks your held item loose. Ordinary chip damage no longer fumbles it. • Sensory fuel plants (Redroot, Emberroot, Blightroot, Ashblossom) now slowly spread to nearby soil on their own — a small starter patch grows into a renewable supply. (No seeds or bonemeal.) • Sensory distortion zones — corruption now builds steadily over minutes rather than spiking, so a zone is a hazard you leave, not an instant wipe. Gravity Fault lifts you in pulses (with gaps to escape) and its Slowness is capped, instead of pinning you in place. • Blinded echo-vision — the white reveal is toned down; players found it too bright. • Accessories & charms — several descriptions corrected to match what they actually do: Echo Pendant outlines nearby hostiles, Plague Collar inflicts Poison on hit (plus immunity), Void Locket reduces spell cooldowns, and Charm of Tremors / Charm of Endurance reworded. 🔧 Quality of Life • Grimoire crafting is no longer locked to your affliction — any class (including classless and The Shattered) can craft a grimoire. As always, any class can learn any spell. • Ability bar HUD slimmed now that abilities fire from the wheel; the vanilla XP bar is back on the modded HUD skin. • /sa set now accepts shattered. • Journal updated throughout — new Spell Mastery page, Ability Wheel keybinds, the Convergence ritual, the respec, plant renewal, and corrected Blinded stat values. 🐛 Fixes • Death Remnant recall now works across long distances and unloaded chunks — your statue is no longer reported missing when it's far away. • Class & sense progress now survives disabling and re-enabling the mod; it's recovered from a backup on your next login. • Spell mastery no longer resets when you die. • The Shattered's L13 ultimate draft now actually opens (it was being skipped).

3.0-1.20.1Релиз1.20.1 · 29 июня 2026 г.

⭐ New The Ability Wheel Hold C to open a radial menu of your class's abilities, point, and release. It shows everything your class can do with live cooldowns. In Controls you can set it to fire on release or select then fire, and you can keep walking while it's open. The old direct ability keys (Primary / Secondary / Ultimate / Slots 1–3 / Transcendence / Resonant Dash) are now unbound by default — the wheel replaces them — but you can re-bind any of them if you prefer dedicated keys. Become The Shattered — the Convergence Ritual A new sixth class change ritual. Where each base ritual gives up one sense, the Convergence gives up all five at once to make you The Shattered. Same five pedestals, but the chalk is every color at 5 (5 Sightmark + 5 Echomark + 5 Scentmark + 5 Voidmark + 5 Bloodmark). Channels for about a minute — the longest class change. The Shattered drafts its whole kit The Shattered no longer has fixed sense-combination perks. At L3/5/9/13/16 you draft two abilities at a time into a six-slot loadout — including your ultimate at L13, which is now a pick-2-of-4 draft instead of a fixed grant. Free respec after big updates Run /sa respec to re-do your level-up choices without a full class reset — it keeps your class, subclass, level, XP, and everything you've absorbed. You get one free respec per major update (not bugfix patches), and a chat line tells you when it's available on your first login after updating. Modpack & server support Server owners can now slot modded mobs, blocks, and items into the affliction systems without code — datapack JSON for The Unfed's essence pools and The Numb's materials, config for The Deafened's sound categories and Item Mastery. See MODDED_CONTENT_CONFIG.md. ⚖️ Balance • The Blinded — Light and Dark stat pools trimmed roughly 20–25% per pick, and passive Health Regen cut further, so a long-played character no longer snowballs out of control. (The journal's listed values are updated to match.) • The Shattered now correctly receives its Blinded affliction's Light/Dark stat pools and health regen — these were previously being dropped. • The Numb — Clumsy Hands — a single heavy blow (50%+ of your max health in one hit) now reliably knocks your held item loose. Ordinary chip damage no longer fumbles it. • Sensory fuel plants (Redroot, Emberroot, Blightroot, Ashblossom) now slowly spread to nearby soil on their own — a small starter patch grows into a renewable supply. (No seeds or bonemeal.) • Sensory distortion zones — corruption now builds steadily over minutes rather than spiking, so a zone is a hazard you leave, not an instant wipe. Gravity Fault lifts you in pulses (with gaps to escape) and its Slowness is capped, instead of pinning you in place. • Blinded echo-vision — the white reveal is toned down; players found it too bright. • Accessories & charms — several descriptions corrected to match what they actually do: Echo Pendant outlines nearby hostiles, Plague Collar inflicts Poison on hit (plus immunity), Void Locket reduces spell cooldowns, and Charm of Tremors / Charm of Endurance reworded. 🔧 Quality of Life • Grimoire crafting is no longer locked to your affliction — any class (including classless and The Shattered) can craft a grimoire. As always, any class can learn any spell. • Ability bar HUD slimmed now that abilities fire from the wheel; the vanilla XP bar is back on the modded HUD skin. • /sa set now accepts shattered. • Journal updated throughout — new Spell Mastery page, Ability Wheel keybinds, the Convergence ritual, the respec, plant renewal, and corrected Blinded stat values. 🐛 Fixes • Death Remnant recall now works across long distances and unloaded chunks — your statue is no longer reported missing when it's far away. • Class & sense progress now survives disabling and re-enabling the mod; it's recovered from a backup on your next login. • Spell mastery no longer resets when you die. • The Shattered's L13 ultimate draft now actually opens (it was being skipped).

1.9.1-1.21.1Релиз1.21.1 · 27 июня 2026 г.

Sensory Abyss 1.9-1.9.1 (I forgot to upload 1.9 on here but 1.9.1 has everything) Lighting & Atmosphere • Fixed a client crash on some GPUs (notably Intel) caused by the atmosphere shader. A shader compile failure now just disables the effect for that session instead of taking down the game. Performance • Reduced render-thread CPU load from a hot vanilla path that was eating roughly a quarter of frame time and causing GC stutter. Smoother frames during chunk loading and movement. Spells & Mastery • Spell mastery no longer resets when you die. Cast counts now persist through death — no more watching a spell slide from Adept back down to Practiced. • Mastery expanded from 5 ranks to 8. New high ranks: Grandmaster, Ascendant, Eternal. A fully-mastered spell now hits 85% harder, comes off cooldown twice as fast, and — new — costs 25% less mana. Mana cost still rises slightly in the early ranks before mastery makes the channel efficient. (New journal entry "Spell Mastery" explains all of this in-game.) • You can now craft any grimoire and learn any spell regardless of class. Removed an old affliction gate, and fixed a bug where a grimoire placed on an altar or pedestal wasn't recognized as a grimoire — which could block learning entirely. • Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The Sight school is the only one to get these changes as a trial for feedback before I adjust all schools. Classes • The Shattered now correctly receives the Blinded light/dark stat pool and its health regen. These bonuses were silently being dropped for Shattered players. • The Shattered can craft grimoires again. Because they carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time — they can now perform any class's grimoire ritual, as intended. • Rebalanced the Blinded stat pools downward (~20–25%). The pools stack with no cap, so long-played characters were snowballing — especially health regen, where a single high pick could out-heal most incoming damage. Sustain now scales more gently over a long game. • Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new: o Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns). o Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly). o Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus). • Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death). Death Remnants / Abyss Recall • Recall to a distant remnant now works. If your remnant was far away (its chunk unloaded), recall used to report "nothing remains there." It now loads the remnant in, waits for it to resolve, and lands you with your contents — with a graceful fallback if the remnant is genuinely gone. World & Zones • Sensory plants now slowly spread and renew. They have no seeds and can't be bonemealed, so a planted patch will occasionally seed a nearby tile of its preferred soil (with a density cap — it's a trickle, not a crop). • Rebalanced sensory distortion zones. Sense-corruption now accrues per second instead of per tick, so a zone fills your corruption over minutes rather than near-instantly — a hazard you leave, not an instant wipe. Gravity Fault zones are now escapable: levitation pulses with gravity-normal gaps instead of holding you airborne, and slowness no longer ramps to a level that traps you. • Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior. Fixes & Stability • Fixed the absorption-upgrade chat confirmation showing things like "+50% armor" for what is actually +0.5 flat armor. Flat stats (armor, health, damage points, regen) and percentage stats now display correctly. • Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.

2.9.1-1.20.1Релиз1.20.1 · 27 июня 2026 г.

Lighting & atmosphere • Fixed a client crash on some GPUs (notably Intel) caused by the atmosphere shader. A shader compile failure now just disables the effect for that session instead of taking down the game. Performance • Reduced render-thread CPU load from a hot vanilla path that was eating roughly a quarter of frame time and causing GC stutter. Smoother frames during chunk loading and movement. Spells & Mastery • Spell mastery no longer resets when you die. Cast counts now persist through death — no more watching a spell slide from Adept back down to Practiced. • Mastery expanded from 5 ranks to 8. New high ranks: Grandmaster, Ascendant, Eternal. A fully-mastered spell now hits 85% harder, comes off cooldown twice as fast, and — new — costs 25% less mana. Mana cost still rises slightly in the early ranks before mastery makes the channel efficient. (New journal entry "Spell Mastery" explains all of this in-game.) • You can now craft any grimoire and learn any spell regardless of class. Removed an old affliction gate, and fixed a bug where a grimoire placed on an altar or pedestal wasn't recognized as a grimoire — which could block learning entirely. Classes • The Shattered now correctly receives the Blinded light/dark stat pool and its health regen. These bonuses were silently being dropped for Shattered players. • Rebalanced the Blinded stat pools downward (~20–25%). The pools stack with no cap, so long-played characters were snowballing — especially health regen, where a single high pick could out-heal most incoming damage. Sustain now scales more gently over a long game. Death Remnants / Abyss Recall • Recall to a distant remnant now works. If your remnant was far away (its chunk unloaded), recall used to report "nothing remains there." It now loads the remnant in, waits for it to resolve, and lands you with your contents — with a graceful fallback if the remnant is genuinely gone. World & zones • Sensory plants now slowly spread and renew. They have no seeds and can't be bonemealed, so a planted patch will occasionally seed a nearby tile of its preferred soil (with a density cap — it's a trickle, not a crop). • Rebalanced sensory distortion zones. Sense-corruption now accrues per second instead of per tick, so a zone fills your corruption over minutes rather than near-instantly — a hazard you leave, not an instant wipe. Gravity Fault zones are now escapable: levitation pulses with gravity-normal gaps instead of holding you airborne, and slowness no longer ramps to a level that traps you. Small fixes • Fixed the absorption-upgrade chat confirmation showing things like "+50% armor" for what is actually +0.5 flat armor. Flat stats (armor, health, damage points, regen) and percentage stats now display correctly.

2.9-1.20.1Релиз1.20.1 · 26 июня 2026 г.

Fixes

The Shattered can craft grimoires again. Because the Shattered carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time. The Shattered can now perform any class's grimoire ritual, as intended. Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.

Changes

Blinded vision reworked. The old breathing in-and-out pulse is gone. You now sit inside a steady black-and-white "bubble" — the world around you stays lit out to about 5 blocks and fades to black past that edge. Your tongue-click ping (G) pushes that edge out to ~10 blocks for a few seconds before it settles back in. Heat sources and exposed ore still read as colored cues on top. Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new: Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns). Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly). Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus). Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death).

New

Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior.

Improved

Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The sight school is the only one to get these changes as a trial for feedback before I adjust all schools.

Future Experimental Change

Native shadows & lighting (early, work in progress). I'm building a from scratch shadow and lighting system that runs without an external shaderpack, real directional shadows from the sun and moon, softer light, and a cooler, more readable night. This is still under construction and rough in places. It stands aside automatically if you're using a real shaderpack, and Blinded players are unaffected. This will also be easier on performance since it isn’t general like a shaderpack but a specified look I am curating for the atmosphere of the mod. It is able to be enables in the configs but defaulted to off since it is in such early development. I thought I should get an update out to fix some of the other issues. I just wanted to let players know of a huge future update

1.8-1.21.1Релиз1.21.1 · 21 июня 2026 г.

Added • Death Remnant + Abyss Recall system. On death you no longer scatter your items — your full inventory and XP are sealed into a Remnant, a soulbound statue rendered as you, turned to stone (your skin + gear under a stone overlay). It never despawns and waits indefinitely for you. Two ways to reclaim: o Path A — walk back: right-click the Remnant with your Abyss Recall token → instant, penalty-free return. o Path B — channel: hold right-click anywhere to channel the token (3s); you're pulled to the Remnant through a face-first "swallow / spit-out”, the contents return, and the Abyss takes its price in corruption + sanity. Token is consumed on success. o A single-use Abyss Recall token (Epic, fire-resistant) is granted on respawn, bound to that death's Remnant. o New config block death_remnants.enabled (default on); keepInventory always takes priority. o New Remnant entity, Abyss Recall item. Changed • Anosmiac smell-input rework. Seed/exhale moved off plain right-click (it was stomping normal block interaction — opening a chest could throw a seed or exhale a zone) onto sneak-gated tap/hold: o Sporeweaver: sneak + tap = throw a seed at the crosshair; sneak + hold = plant (2.5s channel at your feet). o Miasma Walker: sneak + right-click = exhale a zone at the crosshair. • Sleep & poem cadence. Dream poems now drip ~every 7–10 in-game days. Each dream also now teaches its one signature poem the first time you have it • Village/stored food now spoils • Dream implementations trimmed/refactored; continued Blinded shader + true-darkness/darkness-presence tuning.

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