SensoryAbyss
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A total survival overhaul where you choose a sensory affliction that permanently changes how you experience the world — blind, deaf, numb, anosmiac, starving, or all — and build power from your loss.
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Sensory Abyss V3.3
The world takes a sense from you. Everything you learn after that is how to survive without it.
Official Links & Information
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Discord: https://discord.gg/nAKVcFCJR3
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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)
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.
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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.
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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.
2. The Deafened — Lost Hearing
The world is completely silent, but sound remains a weapon. Instead of stealing noise passively, you carry physical instruments—the Bone Drum, Flesh Guitar, or Death Whistle. Pressing V raises your active instrument, opening its dedicated resource bar.
Cast spells by composing WASD glyph chains played as real-time musical sequences, using modifiers like Echo, Invert, and Syncopation. Practice a sequence enough to learn it By Heart, allowing you to trigger it instantly from the radial wheel without playing the sequence manually. All mastered compositions are logged in your Repertoire Panel.
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Dissonant: A chaotic caster that gains power through rhythmic interference, delay, distortion, and harmonic inversion.
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Harmonic: A support and combo specialist built around resonance, echoes, projectable ally links, and exact repetition.
3. 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.
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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.
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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.
4. The Numb — Lost Touch (getting reworked 3.4 forge/2.4 neo)
You cannot feel pain, pressure, or temperature. Your body compensates by absorbing physical materials from the environment. Hold your absorb key over stone, iron, lava, obsidian, diamond, or exotic materials to adapt to them across an adaptation curve from Raw to Mastered.
Both subclasses feature Element Forging: your absorbed material history physically manifests as bound gear that grows alongside your character over five visual stages.
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Monolith: A defensive tank bound to a four-piece armor set (Crown, Carapace, Greaves, Treads) that auto-equips and cannot be removed. Vanilla armor is rejected. Abilities like Fortify, Encrust, and Petrify scale directly with your material mastery tier.
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Shardborn: An offensive DPS wielding twin bound blades that cannot be dropped or lost on death. Damage scales based on absorbed materials while held in your main hand. Features a precise dual-click combat rhythm (Material Strike, Shrapnel Burst, Cataclysm).
5. 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.
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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.
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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.
6. 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_playersin 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:
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Class-Pace Difficulty: Adjusts progression rate, resource costs, and class mechanics.
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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
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Ability Wheel (Hold C): Radial menu for class abilities. Select and release to cast, or bind individual keys for power-user control.
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Spell Wheel (Hold R): Radial menu for active magic spells.
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Vial Belt (B): Quick-access menu for brewed alchemy.
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Instrument Stance (V): Raises active instruments for Deafened players or opens creature attack wheels for Unfed players.
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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):
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Dynamic HDR relighting and atmospheric color grading.
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Screen-Space Ambient Occlusion (SSAO), custom shadow mapping, and volumetric light shafts.
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Integrated scene post-processing.
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Toggle between renderers under Video Settings (Automatic, Sensory Abyss, External) or via the
/salightingcommand. (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):
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Visual shifts: Foliage turns dynamically species-by-species, water crusts into ice, and off-biome snowfall occurs.
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Agricultural impact: Crop growth accelerates in Spring and slows down in Winter.
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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:
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Light Sources: Candles gutter and extinguish, campfires require stoking, jack-o'-lanterns burn out, and End Rods fizzle outside The End.
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The Ritual Brazier: Anchors bases and projects a customizable warding radius (15 to 60 blocks) using up to 3 warding slots.
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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):
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Sight: Radiance, shadow manipulation, spectral decoys, mirror images, and eclipses.
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Sound: Sonic shockwaves, resonance markers, banshee wails, and harmonic shields.
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Touch: Glacial frost, ice manipulation, frozen armor, and mobility anchors.
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Smell: Volatile toxins, spore clouds, pheromone manipulation, and corrosive sprays.
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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:
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Psychological Audio: Spatial footsteps, opening doors, whispered names, and dead-silent zones route privately to specific players.
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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.
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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.
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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:
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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.
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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.
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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
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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.
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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.
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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!
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.
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