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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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865
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24
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22 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 30 мая 2026 г.

Sensory Abyss V3.4

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

Official Links & Information

Discord: https://discord.gg/nAKVcFCJR3

Shader: the native lighting engine runs out-of-the-box as is not compatible with oculus, embeddium, iris, sodium, etc. (will be updated at some point to run along side if I can)

A Note from the Developer

This mod is an evolving, living project. Visuals are continuously updated, bugs are actively hunted, and mechanics are fine-tuned as players explore the design space. I am wide open to criticism, suggestions, and brand-new ideas. If something feels off or unrewarding, let me know. If you want to see a specific feature, share it.

In the Discord, I share development roadmaps, run polls on upcoming features, and chat directly with players. If you design a feature you’d love to see in the mod, send me a DM! I regularly bring player concepts to community polls (kept anonymous by default to keep voting unbiased). If it passes, I’ll build it and give you full credit.

What This Mod Is

Sensory Abyss is a horror-flavored overhaul that inverts traditional survival progression. You don't start weak and grow into a hero—you start broken, permanently, in one specific physical way. The core gameplay loop revolves around building a specialized playstyle around that loss.

At character creation, you select an affliction. Whichever you choose, that sense is gone for good: Sight, Sound, Smell, Touch, Taste, or—if you are seeking total punishment—All Five.

What replaces your missing sense is where the mod truly begins.

The Six Afflictions

  1. The Blinded — Lost Sight

The world around you is reduced to The Pale, a luminous, bone-grey mist. There are no magical minimaps or sonar pings. To navigate, you must clear the milk: your footsteps forge temporary paths through the fog that slowly silt closed, loud noises send out a sudden clap of clarity, and holding G allows you to physically inhale and exhale to clear 4 to 22 blocks around you.

Your primary currency is Eyes. Striking an enemy marks them with Victim-Sight for 60 seconds. Tapping C (Gouge) rips their eyes out to be stored in your inventory or slotted into your Eye Wheel. Discover over 60 unique eye types—ranging from Warden eyes that track heat through walls, to Enderman eyes that locate strongholds, to Phantom eyes that pinpoint unslept players. Wear an eye long enough and it permanently roots into your skull. Boss eyes are claimed through dedicated Extraction Rituals, and all discoveries are tracked in your Vision Codex.

Motecraft: Cast your sight outwards as physical motes of light—deployable lanterns, light-traps, steerable wandering eyes, locust swarms, or light-anchor teleports. The catch: every active mote drains your ambient brightness, leaving you dimmer.

Shadowcraft: Send out physical manifestations of your self. Command walking copies, swap places with shadows through solid walls, deploy sentinels, or launch simultaneous strikes from every copy at once. Bright light burns your copies away.

  1. The Deafened — Lost Hearing

You are not silent —you are deaf. Sound reaches you only by conduction, climbing up through whatever you are standing on: low, muffled, and directionless. Stone carries it, wool kills it, and water and open air are total blackouts. Underneath sits a ringing that rises in pitch as something unlit closes on you.

You carry two instruments—the Bone Drum (struck) and the Death Whistle (blown)—and the sheet you write is the spell. Real notation on a real staff: the melody's contour draws the geometry, and the mark on each note says what happens there. Playing it is the cast; its length is the casting time. How loud you play decides what matter answers you at all, and Vibration is your resource—a loud room closes your timing windows, so a bad place to play is a great place to perceive.

Six of the seven note marks are earned at Resonance Shrines, by playing them the shape they ask for. Songs fill a ten-slot Library per instrument; play one cleanly enough and you learn it By Heart, and the wheel fires it for you.

Dissonant: The discord. Built on wrong sound—deliberate near-misses, off-beats, distortion, inversion and the tritone. Even your mistakes are music.

Harmonic: The ensemble. Built on resonance and repetition—echoes, held notes, and sympathetic links that carry one charge into everything of its kind, and into your allies.

  1. The Anosmiac — Lost Smell

You cannot smell toxins, miasmas, or spoiled air, so your body has transformed into a living forge for them.

Beyond managing debuffs, you utilize the Scar System (2–5 customizable slots). Surviving harmful status effects unlocks permanent Scars that convert those debuffs into resistances, immunities, or volatile "Bad Mixes," all managed within your Scar Ledger and Scar Codex.

The Druid: Operates on Verdure (Nature's Health). Claim territory, channel spells directly into the earth using your soulbound Druidic Focus, and imbue wild seeds into specialized spell-seeds to alter the battlefield. Ultimate: The Land Answers.

The Vial Alchemist: Extract debuffs you've personally survived at The Still to brew volatile, throwable, or drinkable vials. Store your concoctions in your Vial Belt (B) for instant access. Ultimate: Catastrophic Reaction.

  1. The Numb — Lost Touch

You cannot feel pain, pressure, or temperature, so your body wears the world instead. Hold your absorb key over almost any block—vanilla or modded—and it plates onto you as visible armour. Nothing is gated: you can absorb obsidian on day one, and it will wreck you.

Everything comes from the block itself. Its real hardness and blast resistance become one density figure that sets your shell's strength, your unarmed damage, what you can mine, and what carrying it costs. Shell takes the hits and mends slowly out of combat; Stress is what your body can carry, and any ability used over capacity tears your own shell. Hold right-click with both hands empty to Brace, and a hit goes to the shell whole.

Eight kinds of matter—Verdant, Organic, Frost, Stone, Crystal, Infernal, Metal, Hollow—each carry their own strike and their own way of failing you. Progression is breadth: distinct blocks worn per type, and a block worn long enough is mastered for a token that permanently doubles a stat.

Monolith: The mason. Wear two blocks at once and bend the world out of them—raise a Boulder, Wall, Pillar or Cage from the block you wear, so a magma pillar burns and an ice wall is slick. What you raise stays raised, and you command it from across the room. Ultimate: Monolith.

Shardborn: The forge. Four weapons carried at once—Twin Shards, Fang Daggers, Greatmaul, Splinter Thrower—paired across two keys, no wheel to open. Draw your stance and the mouse belongs to the weapon: its ability lands your other weapon's attack at the point of impact. Ultimate: Shardstorm.

  1. The Unfed — Lost Taste

Food provides no nourishment. You survive solely by devouring the creatures of the world. Devouring an entity builds Mastery for that species, which acts as both a spending currency and a progression track.

Spend Mastery to claim permanent passive stats (health, armor, damage, speed) or engage in a Gorge. Gorging wraps your body in the target creature, giving you its physical attributes, mining capabilities, and a dedicated attack moveset (V / Hold V). You can Degorge safely on command at any time.

Evolution: Prove your dominance in Hunt Trials across the world (including dedicated Proving Grounds structures) to unlock up to 18 body-reshaping mutations. Scale your power through Glut, deploy husk decoys, or spawn a Twin to carry an alternate build. Ultimate: Apex Ascendant.

The Vial Rite: Design custom undead minions at The Table by spending Mastery points, then seal them into self-replenishing ritual vials. Summon your armies anywhere using blood and chalk. Ultimate: The Dead March.

  1. The Shattered — Lost Everything (getting reworked 3.5 forge/2.5 neo)

All five afflictions, at full intensity, all the time. Permanent blindness, deafness, numbness, anosmia, and hunger loss. You switch your active sense routing using dedicated keys (Z for Eye Rites, P for Instruments) to cycle which toolkit your action keys drive.

Shattered does not pick a standard subclass. Instead, its progression relies on fusing lost senses together through specialized Shattered-only augments and a global Resonance Attunement. At Level 20, Shattered caps with Convergence, weaving all five tracks into a single unified toolkit.

Note: In multiplayer, server admins can enable allow_classless_players in the config. This adds a Decline button at selection, allowing players to keep their five senses while remaining fully exposed to the world's horror director, seasons, lighting, and environmental hazards.

Universal Mechanics & Systems Dual-Dial Difficulty Options

Difficulty is decoupled into two fully customizable settings:

Class-Pace Difficulty: Adjusts progression rate, resource costs, and class mechanics.

Mob Threat Level: Scales mob health, damage, detection range, and spawn counts independently across four tiers: Easy, Medium, Hard, and Expert.

Controls: Radial Wheels & The Abyss Hub

Ability Wheel (Hold C): Radial menu for class abilities. Select and release to cast, or bind individual keys for power-user control.

Spell Wheel (Hold R): Radial menu for active magic spells.

Vial Belt (B): Quick-access menu for brewed alchemy.

Instrument Stance (V): Raises active instruments for Deafened players or opens creature attack wheels for Unfed players.

Abyss Hub (K): Opens your central management panel—character sheet, subclass mastery, journal, codexes, grimoire, pets, and party systems.

Built-in Native Lighting Engine

Sensory Abyss features a fully custom, built-in rendering engine active out-of-the-box (will be updated more over time):

Dynamic HDR relighting and atmospheric color grading.

Screen-Space Ambient Occlusion (SSAO), custom shadow mapping, and volumetric light shafts.

Integrated scene post-processing.

Toggle between renderers under Video Settings (Automatic, Sensory Abyss, External) or via the /salighting command. (An optional companion shader pack is available on CurseForge for Oculus/Embeddium users but will no longer be getting updates so it will be missing features but it is still available).

Dynamic Seasons

The world operates on a 60-day seasonal cycle (~80 real-world hours per in-game year):

Visual shifts: Foliage turns dynamically species-by-species, water crusts into ice, and off-biome snowfall occurs.

Agricultural impact: Crop growth accelerates in Spring and slows down in Winter.

Greenhouse mechanics: Placing glass ~8 blocks above crops creates a microclimate that acts one season warmer.

Corruption & Five-Sense Tuning

Corruption is divided across five distinct per-sense bars (Sight, Sound, Smell, Touch, Taste), visible on your HUD and cycled using N. Deepening individual sense corruption unlocks raw power at the cost of severe physical afflictions. Level 8, 15, and 19 progression milestones allow you to further deepen specific sense tracks.

Light, Fuel, & Scent Countermeasures

Nothing provides infinite light or protection:

Light Sources: Candles gutter and extinguish, campfires require stoking, jack-o'-lanterns burn out, and End Rods fizzle outside The End.

The Ritual Brazier: Anchors bases and projects a customizable warding radius (15 to 60 blocks) using up to 3 warding slots.

Scent Masking: Scent masking is a temporary utility window used to break actively pursued trails. Craft T1 consumables like Herbal Sachets, Mud Daubs, Cinder Pouches, and Sporecap Pouches to mask your presence.

Senses-Based Magic

Discover over 80 unique spells across five distinct sense schools through grimoires and physical world rituals (altars, pedestals, chalk marks):

Sight: Radiance, shadow manipulation, spectral decoys, mirror images, and eclipses.

Sound: Sonic shockwaves, resonance markers, banshee wails, and harmonic shields.

Touch: Glacial frost, ice manipulation, frozen armor, and mobility anchors.

Smell: Volatile toxins, spore clouds, pheromone manipulation, and corrosive sprays.

Taste: Hemomancy—blood siphons, coagulation shields, crimson avatars, and needle storms.

Spells feature scalable VFX that visually intensify as you charge them, and can be Overclocked for higher output at greater cost.

The Horror Director & Maladies of the Mind

An active AI director monitors your stress levels, local time, and recent encounters, cycling through distinct phases:

Psychological Audio: Spatial footsteps, opening doors, whispered names, and dead-silent zones route privately to specific players.

Maladies of the Mind: Sanity is a dynamic system. Reaching zero sanity causes your character to collapse, waking up in bed with a permanent mental Scar. Experience 15 distinct Maladies—such as Hallucinosis, Nyctophobic Dread, The Shakes, Fixation, The Fog, or The Hollow—each altering visual grading and world perception.

Active Hunters: Entities like The Stand Stalker (a shifting mannequin-forest hunter) actively track players through sound and scent profiles rather than standard mob sight ranges.

Sleep & Dream Cycles: Bed upgrades (dreamcatchers, stuffed animals, ward totems, fragrant herbs) alter sleep quality. Poor sleep causes negative status effects to bleed into the following morning.

Sensory Simulation Layer

Underneath the class mechanics lies a physical simulation:

Scent Trails: Decaying, six-tier smell trails (from trace to acrid) pool in chunks, mark heavily used armor, and attract predators. Wash off scent using cauldrons or break trails using smoke bombs.

Acoustic Falloff: Five-tier sound profiles drive entity reactions. Diegetic breathing becomes audible when panicking. Mobs exhibit a Night Stare behavior—pausing and turning toward sounds before attacking.

Item & Food Decay: Unprotected food rots in inventory and containers (spoilage pauses when servers are empty). Gear wears down through regular use, granting unique perks while increasing curse risks during enchanting.

Pets, Parties, & Progression

Pets: Tame wolves or cats and assign them specialized pet classes with distinct augment trees, stat rolls, and behavioral AI (tracking by scent, holding Dread, or executing stealth kills). Dedicated commands override class AI.

Party System: Built for seamless co-op and team PvP. Party members pass offensive spells through one another, while healing and support abilities prioritize allies automatically.

20-Level Progression Tree: Character growth includes stat choices (L2/7/12/17), subclass selection (L3), combat styles (L4), subclass passives (L5), augments (L6/10/14/18), corruption path deepens (L8/15/19), ability modifiers (L9), specialization paths (L11), ultimates (L13), mastery (L16), and late-game Transcendence rituals (L20).

Final Words

Pick a sense to lose. Learn to live without it.

Suggestions, bug reports, and feedback are always appreciated. Join the Discord to submit ideas, report issues, or follow active development updates!

Ченджлог

2.4-1.21.1Релиз1.21.1 · 22 августа 2026 г.

Sensory Abyss 2.4 Take your free /sa respec.

⭐ New

  • The Numb
  • the block is the whole class — your armour, weapon, mining grade, guard and gift. Nothing is locked; heavy matter just wrecks you until you can carry it.
  • Eight kinds of matter, every block in the game included, modded ones too. Each one breaks you differently when you overreach.
  • Crouch to take a block whole instead of its drop.
  • The Monolith bends the world — raise a boulder, a wall, a pillar or a cage, and throw what can be thrown.
  • The Shardborn draw a stance. Four weapons on two keys; while drawn, the mouse belongs to the weapon. The Deafened
  • compose spells. The melody draws the shape, the marks say what happens there, and it casts as you play — fumble a note and the shape dents.
  • How loud you play is what you can touch. One song reaches further as you put more behind it.
  • The Deafened hear again — through whatever you're touching, low and directionless. Water and open air are blackouts.
  • Listen to read a room. Shrines teach you the rest of the language.
  • A loud room is a bad place to play and a great place to perceive. General
  • Bind any ability to any key.
  • A config menu in-game, with presets for how frightening and how demanding you want this.
  • The Gallowseed — a new tree, and something that grows out of it. (have to fix texture and add planks and recipes)
  • Rites change the room — the air, the floor and the weather take on what you're working.
  • The Apex wears its mutations.
  • The numbed wears its blocks.

⚖️ Balance

  • The Unfed eats worth, not bodies — a chicken buys seconds of flight, a wither buys the whole budget.
  • Your own summons don't feed you. Essences you banked from your own conjurings are struck from the codex.

🔧 Fixes

  • Horror lines repeat far less. The same one twice in a row stops it being something that happened to you.
  • Shadows are cheaper, and frame hitches when you stop moving are gone.

⚠️ Heads-up

  • Take the respec. Both reworked classes read different things now.
  • The Monolith's bound armour and the Shardborn's bound blades are deleted.
  • The Flesh Guitar is retired — two instruments now.
  • Your old Deafened songs don't survive. Level, XP and lifetime sound are intact.
3.4-1.20.1Релиз1.20.1 · 22 августа 2026 г.

Sensory Abyss 3.4 Take your free /sa respec.

⭐ New

  • The Numb
  • the block is the whole class — your armour, weapon, mining grade, guard and gift. Nothing is locked; heavy matter just wrecks you until you can carry it.
  • Eight kinds of matter, every block in the game included, modded ones too. Each one breaks you differently when you overreach.
  • Crouch to take a block whole instead of its drop.
  • The Monolith bends the world — raise a boulder, a wall, a pillar or a cage, and throw what can be thrown.
  • The Shardborn draw a stance. Four weapons on two keys; while drawn, the mouse belongs to the weapon. The Deafened
  • compose spells. The melody draws the shape, the marks say what happens there, and it casts as you play — fumble a note and the shape dents.
  • How loud you play is what you can touch. One song reaches further as you put more behind it.
  • The Deafened hear again — through whatever you're touching, low and directionless. Water and open air are blackouts.
  • Listen to read a room. Shrines teach you the rest of the language.
  • A loud room is a bad place to play and a great place to perceive. General
  • Bind any ability to any key.
  • A config menu in-game, with presets for how frightening and how demanding you want this.
  • The Gallowseed — a new tree, and something that grows out of it. (have to fix texture and add planks and recipes)
  • Rites change the room — the air, the floor and the weather take on what you're working.
  • The Apex wears its mutations.
  • The numbed wears its blocks.

⚖️ Balance

  • The Unfed eats worth, not bodies — a chicken buys seconds of flight, a wither buys the whole budget.
  • Your own summons don't feed you. Essences you banked from your own conjurings are struck from the codex.

🔧 Fixes

  • Horror lines repeat far less. The same one twice in a row stops it being something that happened to you.
  • Shadows are cheaper, and frame hitches when you stop moving are gone.

⚠️ Heads-up

  • Take the respec. Both reworked classes read different things now.
  • The Monolith's bound armour and the Shardborn's bound blades are deleted.
  • The Flesh Guitar is retired — two instruments now.
  • Your old Deafened songs don't survive. Level, XP and lifetime sound are intact.
2.3.1-1.21.1Релиз1.21.1 · 29 июля 2026 г.

Sensory Abyss 2.3.1

A cleanup pass on 3.3. Mostly fixes, everything structural, I still have a few visual things to fix (like water) but those will probably get lumped in with the numbed rework on update 3.4

⭐ New

  • The Rites of Unmarking — fifteen new rituals, one per malady. Lift a mark off yourself at the altar. Set up the wrong rite and it refuses before it starts, so you keep your materials.

  • Redstone grids have breakers — branches run off redstone torches, so you can cut power to part of your base and leave the rest running. Plus a day mode that dims your lights in daylight to bank charge.

  • Every effect has its own icon instead of a vanilla placeholder. (just quick art might get an upgrade later)

  • Modpack authors can lock config values and pin difficulty.

⚖️ Balance

  • Sight-range eyes stack instead of only the strongest one counting.

  • Class XP scales with your world's difficulty.

  • Your grid panel shows your battery in nights instead of a percentage.

🔧 Fixes

  • Range eyes did nothing after THE PALE landed.

  • Respeccing could double-count corruption.

  • The Unfed's tier-3 Consecrated Binding is in.

  • Candles didn't dim as they burned down.

  • One candle out lit a whole room of lamps - powered lights weren't throwing any light at night all.

  • Redstone froglights dropped nothing when broken.

  • Changing GUI scale blacked out the screen.

  • Water was reflecting itself — the floating box, the flicker and the two-tone waves. (water still needs fixed)

  • Night Vision and Conduit Power were invisible under the mod's lighting.

  • The flashlight washed out in daylight.

  • Survival could go pitch black and stay there.

  • Fixed a render crash.

  • Frames are steadier the worst hitches are down by about half.

3.3.1-1.20.1Релиз1.20.1 · 29 июля 2026 г.

Sensory Abyss 3.3.1

A cleanup pass on 3.3. Mostly fixes, everything structural, I still have a few visual things to fix (like water) but those will probably get lumped in with the numbed rework on update 3.4

⭐ New

  • The Rites of Unmarking — fifteen new rituals, one per malady. Lift a mark off yourself at the altar. Set up the wrong rite and it refuses before it starts, so you keep your materials.

  • Redstone grids have breakers — branches run off redstone torches, so you can cut power to part of your base and leave the rest running. Plus a day mode that dims your lights in daylight to bank charge.

  • Every effect has its own icon instead of a vanilla placeholder. (just quick art might get an upgrade later)

  • Modpack authors can lock config values and pin difficulty.

⚖️ Balance

  • Sight-range eyes stack instead of only the strongest one counting.

  • Class XP scales with your world's difficulty.

  • Your grid panel shows your battery in nights instead of a percentage.

🔧 Fixes

  • Range eyes did nothing after THE PALE landed.

  • Respeccing could double-count corruption.

  • The Unfed's tier-3 Consecrated Binding is in.

  • Candles didn't dim as they burned down.

  • One candle out lit a whole room of lamps - powered lights weren't throwing any light at night all.

  • Redstone froglights dropped nothing when broken.

  • Changing GUI scale blacked out the screen.

  • Water was reflecting itself — the floating box, the flicker and the two-tone waves. (water still needs fixed)

  • Night Vision and Conduit Power were invisible under the mod's lighting.

  • The flashlight washed out in daylight.

  • Survival could go pitch black and stay there.

  • Fixed a render crash.

  • Frames are steadier the worst hitches are down by about half.

2.3-1.21.1Релиз1.21.1 · 22 июля 2026 г.

Sensory Abyss 2.3 The Blinded no longer see darkness — they see a pale mist that drowns the world, and they cut eyes out of things to see again. The Deafened stopped having abilities and started writing songs. Corruption split into five separate bars you trade against one by one. Sanity stopped being a number that kills you and became a set of illnesses you carry. Every light source in the game now burns fuel and goes out. And the lighting engine that was opt in last update is the default look now. It's a big one. Grab your free /sa respec and read the heads up section at the bottom before you load an old world. ⭐ New The Blinded — THE PALE. The black and white fog bubble is gone. The Abyss didn't take your light, it drowned it: you now stand in a still, luminous bone grey mist that fills the world edge to edge, and matter is a dark stain sunk in it. Your acts clear the milk. Walking wades a tunnel through it that silts closed behind you over minutes — you can see where you've been and watch it close. A loud noise rolls a clap of clarity through the room, spilling around corners and through doorways, held in by walls. Hold G to inhale and the mist thickens back in from the frame edges; release, and the exhale clears 4–22 blocks depending on how long you held. Still, silent things pale until the milk closes over them; anything that moves stays a stain. There's no vision wall any more and no bubble following you around — mist is the only thing that hides the world now. The Blinded — eyes are currency. Wound something and it's marked by Victim Sight for 60 seconds — you can read it, and you can take from it. Tap C to Gouge a wounded, weakened target and cut its eyes out; a silent kill takes them quietly. Eyes are real items. Bank them in pairs, then hold C for the Eye Wheel and wear a pair in one of your two sockets. Around 60 different eyes are live, and every one of them does a specific job: an enderman's carries a bearing to the nearest stronghold, a phantom's shows you who hasn't slept, etc. Collect enough eyes and it roots — permanent, socket free. Track everything you've found in the new Vision Codex in the hub, and pull the big ones off bosses with a dedicated eye extraction ritual. The Blinded subclasses, rebuilt. Both old kits came out and were replaced:

  • Radiant — Motecraft. You send your sight out and park it as light: lanterns, trip traps, a wandering eye you steer, a locust swarm, and a "body follows the light" jump. Light is your range, your fuel, and your map — and every mote you have deployed leaves you dimmer until it comes home.
  • Shade — Shadowcraft. You send your self out: walking copies that stalk and pull the dark's attention, a swap that puts you where any of them stand (through walls), a lurker, a sentinel, and a strike that lands from all of them at once. Light burns them. Light also finds you. The Deafened — you compose the spells. The Resonance bar is gone and so is every pre-written ability. You get three instruments — the Bone Drum (percussion, offense), the Flesh Guitar (strings, defense) and the Death Whistle (woodwind, utility) — on their own 3 slot bar behind a keybind, and they arrive empty. Your first act in the class is writing your first song. Songs are chains of glyphs played as note sequences with WASD, and the glyphs change how the glyphs after them play: Echo repeats what follows, Invert flips the next note, Syncopation delays the rest. Same pieces, different order, different spell. Play a song enough times and you know it By Heart — it fires instantly off the Ability Wheel while that instrument is held, no sequence needed. Each instrument has its own mana bar and its own affinity bonus for on theme notes. Subclass ults are retired; at L10 each subclass picks one of three capstone passives that ride your own compositions instead, and L20 transcendences land for both. Dissonant (formerly Frequency Rider) builds on wrong sound — delay, distortion, inversion, and a passive that makes misses cost half. Harmonic builds on resonance and repetition — echoes, splits, and links that carry your songs across allies. Corruption is five bars now. One per sense, all five active from level 1, each with its own cap and its own trade. As a bar fills, the affliction phases in early and grows; the power kicks in high:
  • Sight— color drains toward monochrome and edges darken · Light spells hit harder, darkness blinds you less
  • Sound — you stop hearing threat cues (creeper hiss, bow draw) · Sonic spells hit harder, mobs hear your footsteps less
  • Smell — you can't tell fresh food from rot and scent trails fail · Poison/Nature spells hit harder, nearby crops grow faster, mild poison resistance
  • Touch — hits stop flinching your camera, your health readout lags, and falls hit harder · Frost spells hit harder, and you hold your ground against knockback
  • Taste — food gives less saturation and you get hungry faster · Blood spells hit harder, small melee lifesteal Every bar starts shallow. At L8 / L15 / L19 you pick a sense to deepen — a higher cap and amplified trades on both ends. Three picks, and you can stack all three on one sense or spread them. That's your build now; the old Aggressive/Defensive/Adaptive mutation paths are retired. Press N to cycle which sense the corruption bar on your HUD is showing. Sanity — Maladies of the Mind. Hitting zero sanity doesn't just punish you any more. You collapse, wake up in a bed with your sanity full and nothing dropped — and you keep a scar. Which scar depends on how you broke: darkness, being hunted, sleeplessness, curses, or desolation each draw from their own family. 15 maladies, and they're symptoms, not debuffs — Hallucinosis puts things at the edge of your vision that aren't there, Nyctophobic Dread tightens a tunnel around you in the dark, The Shakes wobbles your aim, Fixation drags your camera toward a point you didn't choose, The Fog flickers your hearts and hunger out (never your hotbar), The Hollow washes the world grey and slows your regeneration, The Tide swings you between restless and leaden. Each one is mild at baseline and flares hard as sanity drops, and they compound when you carry several. All of it runs through the mod's own colour grade pass, so it works for every class with no shaderpack involved, and there's a master toggle, an intensity slider, and a per malady disable list in the config. Light and fuel — nothing is free light any more. The two overlapping fuel systems were merged into one, and every light source in the game got a defined behaviour:
  • Candles gutter. A flame visibly dims and flickers down as its fuel burns out, then puffs and dies. Fuel type sets brightness, burn time and effects.
  • Campfires take charges. Right click wood in to stoke them; charges queue up and roll over so the fire never dips between them. Soul campfires only take soul fuels.
  • The Ritual Brazier anchors a base. Light one with a Ritual Spark and it sweeps a radius every few seconds, lighting every candle, holder, campfire and lantern in range off its fuel — those fixtures never burn their own. The brazier's sanity and sense effects blanket the whole radius. It ships with 3 open ward slots: seat Ember Shards (+5), Soul Conduits (+10) or Abyssal Cores (+15) in any mix, base 15 blocks up to 60 if you grind three cores off Wardens. The GUI has a live burn bar and a real countdown timer, and fuel items now list per vessel burn times on the tooltip.
  • The world stops holding still. Lava eats at neighbouring blocks along curated chains (stone→cobble→gravel, bricks crack, wood burns) and won't touch obsidian, blackstone, basalt, netherrack, deepslate or your chests. Magma cools to a new Cooled Magma block in open air outside the Nether and re heats next to lava. Glow berries pop off. Glow lichen dies on the wrong substrate. End rods outside the End fizzle out. Crying obsidian dropped from light 10 to 4.
  • Smokers need a campfire, not lava. A lit campfire or soul campfire directly underneath, and it remembers for half a day after. The Shattered — Can reach the two systems: [Z] tap takes eyes, hold opens the Eye Wheel, and [P] raises the instruments. Your drafted loadout keeps V and C. The native lighting engine is on by default. Last update it shipped behind an off-by-default master switch. It's the mod's intended look now with nothing else installed: HDR relight, colour grading, SSAO, a shadow map, volumetrics and scene post — no external shaderpack, Iris or Embeddium required. An active Oculus/OptiFine shaderpack still takes the frame over automatically, and one toggle returns the plain vanilla frame. (Because the config key changed, existing configs regenerate this) Scent masking, reworked. Masking is no longer a permanent state you sit in. Scent is about being hunted, and you get one timed masking window to break a pursuit — hold the Scent Mask key to spend it. Tier 1 masking materials are craftable early: Herbal Sachet, Mud Daub, Cinder Pouch, Sporecap Pouch. The HUD reads out where you stand. Mobs hunt by ear and nose more now. Mob sight ranges were cut across the board so that hearing and smell actually out rank eyes — a mob that can't see you can still absolutely find you. Seasons. The world has a year now. Spring, summer, autumn, winter, 60 in game days each — about 20 real hours a season, 80 for a full year. Nothing announces it. No label, no calendar, no popup: the grass dries out and the foliage turns species by species, ponds crust over, snow falls where snow doesn't normally fall, crops slow to a crawl in winter and race in spring, and the daylight hours stretch and shrink underneath you. Glass within about 8 blocks above a crop treats it one season warmer, so a greenhouse is a real answer to winter. Your world's year starts at spring the moment you load this update, including in an old save. 🔍 Quality of Life
  • The Vision Codex — every eye you've ever worn, what it does, and whether it's rooted, in one hub panel.
  • The Deafened's Repertoire panel lists your composed songs and which are By Heart.
  • Hub screens go back where you came from. Every hub screen now returns to the panel that opened it instead of dumping you to the world, and your bookmarks persist between sessions.
  • The journal shows item icons inline. Recipes and material lines render the actual item instead of naming it.
  • An Uncurse ritual exists now, for the things that stick to you. ⚠️ Heads up before you load an old world
  • Take the free respec. /sa respec keeps your class, subclass, level, XP and absorbed progress. You'll want it — corruption's progression picks changed and the Blinded's kit was replaced wholesale.
  • The Blinded's old subclass and main class abilities are gone. Your banked stats and upgrade counts survive. The Deafened's old kit is gone — Resonance, Sound Drain and every pre written ability. Your instruments start empty and you compose from there.
  • Corruption's old mutation paths are retired. A single pool corruption save splits evenly across the five senses, and L8/L15/L19 are re offered so you can make your deepen picks.
  • Your lights will start going out. Anything you lit before this update, candles, campfires, jack o'lanterns, now burns fuel. If you have a base lit by things that used to be permanent, put a Ritual Brazier in the middle of it before you go anywhere.
  • Winter is coming to your existing base. Your world's year starts at spring the moment you load 3.3, so you have a season and a half before crops slow down. Build the greenhouse.
3.3-1.20.1Релиз1.20.1 · 22 июля 2026 г.

Sensory Abyss 3.3 The Blinded no longer see darkness — they see a pale mist that drowns the world, and they cut eyes out of things to see again. The Deafened stopped having abilities and started writing songs. Corruption split into five separate bars you trade against one by one. Sanity stopped being a number that kills you and became a set of illnesses you carry. Every light source in the game now burns fuel and goes out. And the lighting engine that was opt in last update is the default look now. It's a big one. Grab your free /sa respec and read the heads up section at the bottom before you load an old world. ⭐ New The Blinded — THE PALE. The black and white fog bubble is gone. The Abyss didn't take your light, it drowned it: you now stand in a still, luminous bone grey mist that fills the world edge to edge, and matter is a dark stain sunk in it. Your acts clear the milk. Walking wades a tunnel through it that silts closed behind you over minutes — you can see where you've been and watch it close. A loud noise rolls a clap of clarity through the room, spilling around corners and through doorways, held in by walls. Hold G to inhale and the mist thickens back in from the frame edges; release, and the exhale clears 4–22 blocks depending on how long you held. Still, silent things pale until the milk closes over them; anything that moves stays a stain. There's no vision wall any more and no bubble following you around — mist is the only thing that hides the world now. The Blinded — eyes are currency. Wound something and it's marked by Victim Sight for 60 seconds — you can read it, and you can take from it. Tap C to Gouge a wounded, weakened target and cut its eyes out; a silent kill takes them quietly. Eyes are real items. Bank them in pairs, then hold C for the Eye Wheel and wear a pair in one of your two sockets. Around 60 different eyes are live, and every one of them does a specific job: an enderman's carries a bearing to the nearest stronghold, a phantom's shows you who hasn't slept, etc. Collect enough eyes and it roots — permanent, socket free. Track everything you've found in the new Vision Codex in the hub, and pull the big ones off bosses with a dedicated eye extraction ritual. The Blinded subclasses, rebuilt. Both old kits came out and were replaced:

  • Radiant — Motecraft. You send your sight out and park it as light: lanterns, trip traps, a wandering eye you steer, a locust swarm, and a "body follows the light" jump. Light is your range, your fuel, and your map — and every mote you have deployed leaves you dimmer until it comes home.
  • Shade — Shadowcraft. You send your self out: walking copies that stalk and pull the dark's attention, a swap that puts you where any of them stand (through walls), a lurker, a sentinel, and a strike that lands from all of them at once. Light burns them. Light also finds you. The Deafened — you compose the spells. The Resonance bar is gone and so is every pre-written ability. You get three instruments — the Bone Drum (percussion, offense), the Flesh Guitar (strings, defense) and the Death Whistle (woodwind, utility) — on their own 3 slot bar behind a keybind, and they arrive empty. Your first act in the class is writing your first song. Songs are chains of glyphs played as note sequences with WASD, and the glyphs change how the glyphs after them play: Echo repeats what follows, Invert flips the next note, Syncopation delays the rest. Same pieces, different order, different spell. Play a song enough times and you know it By Heart — it fires instantly off the Ability Wheel while that instrument is held, no sequence needed. Each instrument has its own mana bar and its own affinity bonus for on theme notes. Subclass ults are retired; at L10 each subclass picks one of three capstone passives that ride your own compositions instead, and L20 transcendences land for both. Dissonant (formerly Frequency Rider) builds on wrong sound — delay, distortion, inversion, and a passive that makes misses cost half. Harmonic builds on resonance and repetition — echoes, splits, and links that carry your songs across allies. Corruption is five bars now. One per sense, all five active from level 1, each with its own cap and its own trade. As a bar fills, the affliction phases in early and grows; the power kicks in high:
  • Sight— color drains toward monochrome and edges darken · Light spells hit harder, darkness blinds you less
  • Sound — you stop hearing threat cues (creeper hiss, bow draw) · Sonic spells hit harder, mobs hear your footsteps less
  • Smell — you can't tell fresh food from rot and scent trails fail · Poison/Nature spells hit harder, nearby crops grow faster, mild poison resistance
  • Touch — hits stop flinching your camera, your health readout lags, and falls hit harder · Frost spells hit harder, and you hold your ground against knockback
  • Taste — food gives less saturation and you get hungry faster · Blood spells hit harder, small melee lifesteal Every bar starts shallow. At L8 / L15 / L19 you pick a sense to deepen — a higher cap and amplified trades on both ends. Three picks, and you can stack all three on one sense or spread them. That's your build now; the old Aggressive/Defensive/Adaptive mutation paths are retired. Press N to cycle which sense the corruption bar on your HUD is showing. Sanity — Maladies of the Mind. Hitting zero sanity doesn't just punish you any more. You collapse, wake up in a bed with your sanity full and nothing dropped — and you keep a scar. Which scar depends on how you broke: darkness, being hunted, sleeplessness, curses, or desolation each draw from their own family. 15 maladies, and they're symptoms, not debuffs — Hallucinosis puts things at the edge of your vision that aren't there, Nyctophobic Dread tightens a tunnel around you in the dark, The Shakes wobbles your aim, Fixation drags your camera toward a point you didn't choose, The Fog flickers your hearts and hunger out (never your hotbar), The Hollow washes the world grey and slows your regeneration, The Tide swings you between restless and leaden. Each one is mild at baseline and flares hard as sanity drops, and they compound when you carry several. All of it runs through the mod's own colour grade pass, so it works for every class with no shaderpack involved, and there's a master toggle, an intensity slider, and a per malady disable list in the config. Light and fuel — nothing is free light any more. The two overlapping fuel systems were merged into one, and every light source in the game got a defined behaviour:
  • Candles gutter. A flame visibly dims and flickers down as its fuel burns out, then puffs and dies. Fuel type sets brightness, burn time and effects.
  • Campfires take charges. Right click wood in to stoke them; charges queue up and roll over so the fire never dips between them. Soul campfires only take soul fuels.
  • The Ritual Brazier anchors a base. Light one with a Ritual Spark and it sweeps a radius every few seconds, lighting every candle, holder, campfire and lantern in range off its fuel — those fixtures never burn their own. The brazier's sanity and sense effects blanket the whole radius. It ships with 3 open ward slots: seat Ember Shards (+5), Soul Conduits (+10) or Abyssal Cores (+15) in any mix, base 15 blocks up to 60 if you grind three cores off Wardens. The GUI has a live burn bar and a real countdown timer, and fuel items now list per vessel burn times on the tooltip.
  • The world stops holding still. Lava eats at neighbouring blocks along curated chains (stone→cobble→gravel, bricks crack, wood burns) and won't touch obsidian, blackstone, basalt, netherrack, deepslate or your chests. Magma cools to a new Cooled Magma block in open air outside the Nether and re heats next to lava. Glow berries pop off. Glow lichen dies on the wrong substrate. End rods outside the End fizzle out. Crying obsidian dropped from light 10 to 4.
  • Smokers need a campfire, not lava. A lit campfire or soul campfire directly underneath, and it remembers for half a day after. The Shattered — Can reach the two systems: [Z] tap takes eyes, hold opens the Eye Wheel, and [P] raises the instruments. Your drafted loadout keeps V and C. The native lighting engine is on by default. Last update it shipped behind an off-by-default master switch. It's the mod's intended look now with nothing else installed: HDR relight, colour grading, SSAO, a shadow map, volumetrics and scene post — no external shaderpack, Iris or Embeddium required. An active Oculus/OptiFine shaderpack still takes the frame over automatically, and one toggle returns the plain vanilla frame. (Because the config key changed, existing configs regenerate this) Scent masking, reworked. Masking is no longer a permanent state you sit in. Scent is about being hunted, and you get one timed masking window to break a pursuit — hold the Scent Mask key to spend it. Tier 1 masking materials are craftable early: Herbal Sachet, Mud Daub, Cinder Pouch, Sporecap Pouch. The HUD reads out where you stand. Mobs hunt by ear and nose more now. Mob sight ranges were cut across the board so that hearing and smell actually out rank eyes — a mob that can't see you can still absolutely find you. Seasons. The world has a year now. Spring, summer, autumn, winter, 60 in game days each — about 20 real hours a season, 80 for a full year. Nothing announces it. No label, no calendar, no popup: the grass dries out and the foliage turns species by species, ponds crust over, snow falls where snow doesn't normally fall, crops slow to a crawl in winter and race in spring, and the daylight hours stretch and shrink underneath you. Glass within about 8 blocks above a crop treats it one season warmer, so a greenhouse is a real answer to winter. Your world's year starts at spring the moment you load this update, including in an old save. 🔍 Quality of Life
  • The Vision Codex — every eye you've ever worn, what it does, and whether it's rooted, in one hub panel.
  • The Deafened's Repertoire panel lists your composed songs and which are By Heart.
  • Hub screens go back where you came from. Every hub screen now returns to the panel that opened it instead of dumping you to the world, and your bookmarks persist between sessions.
  • The journal shows item icons inline. Recipes and material lines render the actual item instead of naming it.
  • An Uncurse ritual exists now, for the things that stick to you. ⚠️ Heads up before you load an old world
  • Take the free respec. /sa respec keeps your class, subclass, level, XP and absorbed progress. You'll want it — corruption's progression picks changed and the Blinded's kit was replaced wholesale.
  • The Blinded's old subclass and main class abilities are gone. Your banked stats and upgrade counts survive. The Deafened's old kit is gone — Resonance, Sound Drain and every pre written ability. Your instruments start empty and you compose from there.
  • Corruption's old mutation paths are retired. A single pool corruption save splits evenly across the five senses, and L8/L15/L19 are re offered so you can make your deepen picks.
  • Your lights will start going out. Anything you lit before this update, candles, campfires, jack o'lanterns, now burns fuel. If you have a base lit by things that used to be permanent, put a Ritual Brazier in the middle of it before you go anywhere.
  • Winter is coming to your existing base. Your world's year starts at spring the moment you load 3.3, so you have a season and a half before crops slow down. Build the greenhouse.
2.2-1.21.1Релиз1.21.1 · 13 июля 2026 г.

⭐ New

The Anosmiac — the Scar system Every harmful effect you survive becomes a weapon. Equip Scars (your slots grow from 2 up to 5) to turn poison, wither, chill and the rest into your own resistances, durations, and immunities. Combine debuffs into Bad Mixes for signature effects, most are secret, and you learn them the moment you first brew them. Manage it all from the Scar Ledger, and track what you've found in the new Scar Codex.

Sporeweaver → The Druid The turret and cataclysm build is retired. You're a nature caster now, running on Verdure (Nature's Health) — a bar that regrows on its own, faster on nature or on land you've claimed. Your soulbound Druidic Focus holds 10 spells so you keep them instead of recrafting; hold it to channel a strong, persistent infusion over the ground, or imbue any plain seed into a quick one shot spell seed (the seed's rarity sets the power). Four behaviors — Snare, Burst, a Stinkhorn damage cloud, and Growth — all reconfigured freely at the Garden bench. Ultimate THE LAND ANSWERS dumps all your Verdure into a huge infusion.

Miasma Walker → The Vial Alchemist No more single breath attack — now you brew. Press B for the Vial Belt, a stacking second inventory for your vials. At The Still you brew from two debuffs you've actually suffered plus up to two ground blocks; certain combinations trigger secret reactions you discover by making them. Drink or throw the results, and unleash the Catastrophic ultimate to spend the whole belt at once.

Apex Predator → Evolution Prove yourself against the world through Hunt Trials — some at new Proving Grounds structures out in the wild — to unlock 18 body-reshaping mutations. Glut scales your power as you feed, a Twin lets you carry a second build, and you can leave husk decoys in your wake.

Necromancer → The Vial Rite A dedicated 8th accessory slot holds a self-replenishing ritual vial. At The Table you design a minion by spending your Mastery — pick its frame, graft on traits, fuel it, seal it. Then draw a blood pool, lay your chalk pattern, and drop the vial in the circle; whatever's resting in there shapes what rises (a weapon makes an escort, a bell a warden, a candle a vigil). Command too much and Soul Burden bleeds your health — a Champion rides free of it, and the Deathless Pact keeps the army standing. Best part: you don't need the altar anymore. Perform the rite anywhere in the field.

Gorge got the overhaul I promised Last update the ender dragon threw Wither skulls and I said I was working on it. Done: every form now has its own real moveset. Tap V for the signature attack, or hold V to open a full attack wheel — the dragon breathes and wing-buffets, the warden sonic-booms, the ravager charges and roars. You also mine with the creature's body now (a warden digs through anything; a chicken barely scratches dirt), and you can Degorge to shed the form on command instead of being stuck until death. (A few exotic bodies still have rough edges — the dragon's hitbox and tail animation are next.)

The Numb — Monolith reinforced Encrust is a real shield now: it deflects and drains against arrows and projectiles instead of letting them pass through. The Fortress mastery doubles the barrier and detonates it on shatter.

Something new haunts dense forests, jungles, and taigas. It waits in total silence and the first thing you'll hear is its hands closing on you. It grapples, hunts you, and can't be killed — only out run, out lasted, or lost by breaking line of sight. It is bound to its area. There is a loot chest inside to find, and if it grabs you just smack it to get it off.

Pitch black glow Stand in true darkness with no light and a faint glow appears at your feet just enough to see the wall you walked into, not a lantern to navigate by. On by default, config toggleable.

Mob difficulty — pick your threat The class pace dial has a combat sibling now: hosts choose a per world mob difficulty (Easy / Medium / Hard / Expert) that scales mob health, damage, detection range, and spawn numbers. It's independent of class pace — pair any pace with any threat — and Medium is exactly what you have today. Existing worlds are asked once, on the host's next login; mobs are scaled when they first spawn, never retroactively.

Native Lighting Overhaul (optional — off by default, and can be turned off any time in the configs) A self-contained, in-house HDR lighting and atmosphere pipeline — no external shaderpack, Iris, or Embeddium required. It brings a soft filmic take on night and cave darkness, volumetric god-rays, contact shadows, an atmosphere haze pass, a screen-space flashlight beam, and colored candlelight — all without a shaderpack installed. It detects an active shaderpack and stands down automatically. If it doesn't suit your hardware, flip the master toggle off and the game renders exactly as before. (off to fix bugs, nothing major just some slight frame drops randomly but I wanted to get the update out so I have it off for now)

The Apex Predator and Necromancer ultimates are here Both reworked taste subclasses were shipping without their capstone ability and their level-20 transcendence picks. Now:

Apex Predator — Apex Ascendant ([U], ~12s). You stop choosing and become everything you trained: every unlocked mutation is usable at once, your Glut locks at Gorged for peak power, Frenzy maxes, and cooldowns stop so you can pour out your whole kit. Its transcendence: Perfect Predator (halved cooldown, kills extend the window), Apex Instinct (an extra Adaptation charge, half-price swaps, the meter never resets), or The Unending Hunt (Glut never dulls below Fed, and your Rival's execute rule applies to every large hostile). L10 Apex Hunger now lengthens the window. Necromancer — The Dead March ([U], ~20s). Call a temporary swarm of shades that fight beside you and crumble to ash when it ends — no vial, no blood, no Soul Burden, no Remnants. Its transcendence: Endless March (more shades, twice as long), Unmarked Grave (+8 effective Dominion, so a bigger army stands clean), or Restless Dead (while any minion stands, it and you both slowly mend). ⚖️ Balance

The Unfed was pulling ahead too fast, so devour payouts were trimmed: Minor boosts 20% → 5% (Potent 35% → 15%), and Gorge 100% → 50% of the mob's stats — permanent steals stack on top, so a well fed Unfed still grows into the same power naturally. Permanent stat stealing gained a saturation option — bank a little into it and you have to eat slightly less. Capped, so it's "eat less," never "stop eating." 🔍 Quality of Life

Taste and Smell abilities got their real effects. The Anosmiac's Scar activations, cycles, and cleanses, the Vial Alchemist's bottle/drink/throw, the spell-seed toss and The Land Answers, and the Unfed's devour, gorge, saturation-steal, and the Necromancer's blood Sacrifice now fire proper engine visuals instead of plain particles. (The other classes' ability visuals arrive when those classes are reworked.) The Blinded's vision is now fully tunable in the config (bubble radius, ping reach, brightness, cooldowns), and edits live-reload as you save. Candlelight was heavily calmed — lit rooms hold steady and warm instead of strobing. 🔧 Fixes

The four reworked subclasses have new Augments. Every one is now a real, working bonus tuned to the new kit — the Druid's Verdure, seeds, and The Land Answers; the predator's Glut, Adaptation, Rival, and hunting verbs; the Necromancer's blood, fuel, Dominion, Soul Burden, and the conduct of the dead they raise. No level-up choice comes up empty anymore. Rain no longer tears open the Blinded's vision — it used to blow the fog-bubble out into a gray ghost-world to the horizon in any storm. Old spore traps, husk decoys, minions, and essence orbs that sat in unloaded chunks could live forever and do nothing — everything timed now expires reliably, and leftover immortal traps from old worlds clean themselves up. Returning from the End no longer wipes your class, senses, accessories, corruption, and party. This affected every class.

3.2-1.20.1Релиз1.20.1 · 9 июля 2026 г.

⭐ New

The Anosmiac — the Scar system Every harmful effect you survive becomes a weapon. Equip Scars (your slots grow from 2 up to 5) to turn poison, wither, chill and the rest into your own resistances, durations, and immunities. Combine debuffs into Bad Mixes for signature effects, most are secret, and you learn them the moment you first brew them. Manage it all from the Scar Ledger, and track what you've found in the new Scar Codex.

Sporeweaver → The Druid The turret and cataclysm build is retired. You're a nature caster now, running on Verdure (Nature's Health) — a bar that regrows on its own, faster on nature or on land you've claimed. Your soulbound Druidic Focus holds 10 spells so you keep them instead of recrafting; hold it to channel a strong, persistent infusion over the ground, or imbue any plain seed into a quick one shot spell seed (the seed's rarity sets the power). Four behaviors — Snare, Burst, a Stinkhorn damage cloud, and Growth — all reconfigured freely at the Garden bench. Ultimate THE LAND ANSWERS dumps all your Verdure into a huge infusion.

Miasma Walker → The Vial Alchemist No more single breath attack — now you brew. Press B for the Vial Belt, a stacking second inventory for your vials. At The Still you brew from two debuffs you've actually suffered plus up to two ground blocks; certain combinations trigger secret reactions you discover by making them. Drink or throw the results, and unleash the Catastrophic ultimate to spend the whole belt at once.

Apex Predator → Evolution Prove yourself against the world through Hunt Trials — some at new Proving Grounds structures out in the wild — to unlock 18 body-reshaping mutations. Glut scales your power as you feed, a Twin lets you carry a second build, and you can leave husk decoys in your wake.

Necromancer → The Vial Rite A dedicated 8th accessory slot holds a self-replenishing ritual vial. At The Table you design a minion by spending your Mastery — pick its frame, graft on traits, fuel it, seal it. Then draw a blood pool, lay your chalk pattern, and drop the vial in the circle; whatever's resting in there shapes what rises (a weapon makes an escort, a bell a warden, a candle a vigil). Command too much and Soul Burden bleeds your health — a Champion rides free of it, and the Deathless Pact keeps the army standing. Best part: you don't need the altar anymore. Perform the rite anywhere in the field.

Gorge got the overhaul I promised Last update the ender dragon threw Wither skulls and I said I was working on it. Done: every form now has its own real moveset. Tap V for the signature attack, or hold V to open a full attack wheel — the dragon breathes and wing-buffets, the warden sonic-booms, the ravager charges and roars. You also mine with the creature's body now (a warden digs through anything; a chicken barely scratches dirt), and you can Degorge to shed the form on command instead of being stuck until death. (A few exotic bodies still have rough edges — the dragon's hitbox and tail animation are next.)

The Numb — Monolith reinforced Encrust is a real shield now: it deflects and drains against arrows and projectiles instead of letting them pass through. The Fortress mastery doubles the barrier and detonates it on shatter.

Something new haunts dense forests, jungles, and taigas. It waits in total silence and the first thing you'll hear is its hands closing on you. It grapples, hunts you, and can't be killed — only out run, out lasted, or lost by breaking line of sight. It is bound to its area. There is a loot chest inside to find, and if it grabs you just smack it to get it off.

Pitch black glow Stand in true darkness with no light and a faint glow appears at your feet just enough to see the wall you walked into, not a lantern to navigate by. On by default, config toggleable.

Mob difficulty — pick your threat The class pace dial has a combat sibling now: hosts choose a per world mob difficulty (Easy / Medium / Hard / Expert) that scales mob health, damage, detection range, and spawn numbers. It's independent of class pace — pair any pace with any threat — and Medium is exactly what you have today. Existing worlds are asked once, on the host's next login; mobs are scaled when they first spawn, never retroactively.

Native Lighting Overhaul (optional — off by default, and can be turned off any time in the configs) A self-contained, in-house HDR lighting and atmosphere pipeline — no external shaderpack, Iris, or Embeddium required. It brings a soft filmic take on night and cave darkness, volumetric god-rays, contact shadows, an atmosphere haze pass, a screen-space flashlight beam, and colored candlelight — all without a shaderpack installed. It detects an active shaderpack and stands down automatically. If it doesn't suit your hardware, flip the master toggle off and the game renders exactly as before. (off to fix bugs, nothing major just some slight frame drops randomly but I wanted to get the update out so I have it off for now)

The Apex Predator and Necromancer ultimates are here Both reworked taste subclasses were shipping without their capstone ability and their level-20 transcendence picks. Now:

Apex Predator — Apex Ascendant ([U], ~12s). You stop choosing and become everything you trained: every unlocked mutation is usable at once, your Glut locks at Gorged for peak power, Frenzy maxes, and cooldowns stop so you can pour out your whole kit. Its transcendence: Perfect Predator (halved cooldown, kills extend the window), Apex Instinct (an extra Adaptation charge, half-price swaps, the meter never resets), or The Unending Hunt (Glut never dulls below Fed, and your Rival's execute rule applies to every large hostile). L10 Apex Hunger now lengthens the window. Necromancer — The Dead March ([U], ~20s). Call a temporary swarm of shades that fight beside you and crumble to ash when it ends — no vial, no blood, no Soul Burden, no Remnants. Its transcendence: Endless March (more shades, twice as long), Unmarked Grave (+8 effective Dominion, so a bigger army stands clean), or Restless Dead (while any minion stands, it and you both slowly mend).

⚖️ Balance

The Unfed was pulling ahead too fast, so devour payouts were trimmed: Minor boosts 20% → 5% (Potent 35% → 15%), and Gorge 100% → 50% of the mob's stats — permanent steals stack on top, so a well fed Unfed still grows into the same power naturally. Permanent stat stealing gained a saturation option — bank a little into it and you have to eat slightly less. Capped, so it's "eat less," never "stop eating."

🔍 Quality of Life

Taste and Smell abilities got their real effects. The Anosmiac's Scar activations, cycles, and cleanses, the Vial Alchemist's bottle/drink/throw, the spell-seed toss and The Land Answers, and the Unfed's devour, gorge, saturation-steal, and the Necromancer's blood Sacrifice now fire proper engine visuals instead of plain particles. (The other classes' ability visuals arrive when those classes are reworked.) The Blinded's vision is now fully tunable in the config (bubble radius, ping reach, brightness, cooldowns), and edits live-reload as you save. Candlelight was heavily calmed — lit rooms hold steady and warm instead of strobing.

🔧 Fixes

The four reworked subclasses have new Augments. Every one is now a real, working bonus tuned to the new kit — the Druid's Verdure, seeds, and The Land Answers; the predator's Glut, Adaptation, Rival, and hunting verbs; the Necromancer's blood, fuel, Dominion, Soul Burden, and the conduct of the dead they raise. No level-up choice comes up empty anymore. Rain no longer tears open the Blinded's vision — it used to blow the fog-bubble out into a gray ghost-world to the horizon in any storm. Old spore traps, husk decoys, minions, and essence orbs that sat in unloaded chunks could live forever and do nothing — everything timed now expires reliably, and leftover immortal traps from old worlds clean themselves up. Returning from the End no longer wipes your class, senses, accessories, corruption, and party. This affected every class.

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