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Sensory Abyss

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Sensory Abyss 3.5.3-1.20.1

3.5.3-1.20.1
27 окт. 2026 г.45Minecraft: 1.20.1forge
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## **Sensory Abyss 3.5.3** Talk to each other, talk to the dead, spend a sense all at once, and every flame now lights and burns the same way. Something small follows you home. Plus a round of fixes. ### **New** **The Shadowchild**. He plays tricks, and they get worse. You’ll catch glimpses of him. Whatever he takes, he hides nearby, and he’ll tell you where if you ask him at a Ouija board. If he finishes playing, he takes your body, and your friends will be the ones who meet it. **Overloads**. Overclocking was retired a while ago and nothing replaced it. Now a sense you’ve deepened can be spent all at once: once its corruption bar holds more than 25, show it with N and press O. The whole bar goes on one burst, as strong as the bar was full (150 is the full thing, 60 is 40% as long and as wide), and each sense has a price that shrinks with it. Taste drains everything around you while you can’t eat. Sight shows every creature through walls while the world whites out. Sound screams, then leaves you deaf. Smell grows a rotting cloud, then draws every monster to you. Touch freezes the area and numbs the pain, until half of it lands at once. **Voice chat**. Players near each other hear each other, from where they stand, up to 48 blocks away. It’s the mod’s own and runs over the game’s connection, so there’s nothing to install and no port to open, on any server. Walls between you muffle what you hear. Creatures hear you talking too. Your mic is open by default: = mutes it, and you can switch to push-to-talk on Caps Lock (/savoice talk push, or open to go back). It uses your one yes to voice. If you said yes before this update, you’re asked once more, because your voice now reaches other players. **The Ouija board answers**. Right-click the board to put your hand on the planchette, then ask in chat or out loud. Spirits come at night anywhere, or by day in a dark room, with no light on the board but candles. Each has a temper. It holds a conversation, answers dozens of kinds of question and rarely says the same thing twice in a sitting. Anger it and the room reacts. Do not take your hand off without saying goodbye. **One way to light every flame**. A Matchstick, Flint and Steel or a Fire Charge lights everything: candles, candle holders, lanterns, campfires, jack o’lanterns and a held candle. The brazier still takes its Ritual Spark. A held candle burns a real fuel now and gives that fuel’s effects. A candle or holder lit with nothing in it burns on its bare wick for about 2 minutes, and you can add fuel without putting it out. Every fuel’s effects now work indoors and out. Several did nothing at all: Black Honeycomb’s sanctuary, Blightroot Paste’s clear fog, Void Tar’s sight, and the anti-hallucination fuels. The holder no longer weakens a fuel’s effects. It only changes how long the fuel burns and how weather treats it. Fuels are retuned to match. Hover any fuel to read what it does. Smelt Animal Fat into Tallow, craft 4 Waxberries into Wax, and Redroot Resin now makes 2. Emberroot grows in the Nether, and Ashblossom grows in Soul Sand Valleys. Health & hunger numbers. A new HUD option writes how much you have on the heart and the gut: just the count (14) or out of your most (14/20). It’s in the HUD editor’s options, on [E]. Off by default. Praying fills your token. Praying on a god’s ground or in its hall now fills the token you carry. It used to give a quarter charge, enough for one heading. **The character sheet is rebuilt**. It shows every source of your stats, read from the server: the Unfed’s stolen stats and essences, the Numb’s worn block, rings, the medallion, enchantments and maladies. Stats gained by devouring used to be missing from it. ### **Fixes** Sounds vanished when you turned away from them. A sound at your side now reaches both ears, and one behind you comes through duller. The Directional Audio option still overrides this when it’s on. The Stand Stalker’s mannequins spawned a lot and never went away. A field now ends 30 minutes after it appears, and its mannequins go once nobody can see them. Creatures, sounds and the Presence’s tricks came on a clock. Each now waits a random time that’s saved with your world, so a restart or a logout no longer resets it. No creature comes back sooner than 15 minutes, and the Presence’s bigger tricks wait longer. Lava, magma, glow berries, lichen and end rods never changed on their own. The journal said they did, but any one block was looked at about once every 14 hours of play. Now they do, while someone is within about 48 blocks (an in-game day is 20 minutes): every lava face a block touches takes a step off it about once a day (stone to cobblestone to gravel to nothing), and natural lava pools eat their walls too. Magma in open air cools in about 2 days, a ripe glow berry drops in about 2, lichen that isn’t on stone dies in about 3, a wild jack o’lantern goes dark in about 5, and an end rod outside the End fades in about 7. For the Unfed, fish and squid sometimes dropped no heart and were devoured where they lay. Every kill drops its heart now. Token headings could white out the screen. The Hearth and Ember tokens stacked their light on top of itself every tick, so the scene burst bright while their flames flew. On 1.21.1, a world with a Snare Circle crashed every time it loaded. On 1.21.1, switching to fullscreen turned the world almost black. On 1.21.1, the Maw Below could drown. On 1.21.1, the mod’s crops, berries and vines couldn’t go in a composter. On 1.21.1, large spell effects vanished at the edge of the screen, such as the Blinded rite’s shadow moon.
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Sensory Abyss 2.5.3-1.21.1

2.5.3-1.21.1
27 окт. 2026 г.46Minecraft: 1.21.1neoforge
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## **Sensory Abyss 2.5.3** Talk to each other, talk to the dead, spend a sense all at once, and every flame now lights and burns the same way. Something small follows you home. Plus a round of fixes. ### **New** **The Shadowchild**. He plays tricks, and they get worse. You’ll catch glimpses of him. Whatever he takes, he hides nearby, and he’ll tell you where if you ask him at a Ouija board. If he finishes playing, he takes your body, and your friends will be the ones who meet it. **Overloads**. Overclocking was retired a while ago and nothing replaced it. Now a sense you’ve deepened can be spent all at once: once its corruption bar holds more than 25, show it with N and press O. The whole bar goes on one burst, as strong as the bar was full (150 is the full thing, 60 is 40% as long and as wide), and each sense has a price that shrinks with it. Taste drains everything around you while you can’t eat. Sight shows every creature through walls while the world whites out. Sound screams, then leaves you deaf. Smell grows a rotting cloud, then draws every monster to you. Touch freezes the area and numbs the pain, until half of it lands at once. **Voice chat**. Players near each other hear each other, from where they stand, up to 48 blocks away. It’s the mod’s own and runs over the game’s connection, so there’s nothing to install and no port to open, on any server. Walls between you muffle what you hear. Creatures hear you talking too. Your mic is open by default: = mutes it, and you can switch to push-to-talk on Caps Lock (/savoice talk push, or open to go back). It uses your one yes to voice. If you said yes before this update, you’re asked once more, because your voice now reaches other players. **The Ouija board answers**. Right-click the board to put your hand on the planchette, then ask in chat or out loud. Spirits come at night anywhere, or by day in a dark room, with no light on the board but candles. Each has a temper. It holds a conversation, answers dozens of kinds of question and rarely says the same thing twice in a sitting. Anger it and the room reacts. Do not take your hand off without saying goodbye. **One way to light every flame**. A Matchstick, Flint and Steel or a Fire Charge lights everything: candles, candle holders, lanterns, campfires, jack o’lanterns and a held candle. The brazier still takes its Ritual Spark. A held candle burns a real fuel now and gives that fuel’s effects. A candle or holder lit with nothing in it burns on its bare wick for about 2 minutes, and you can add fuel without putting it out. Every fuel’s effects now work indoors and out. Several did nothing at all: Black Honeycomb’s sanctuary, Blightroot Paste’s clear fog, Void Tar’s sight, and the anti-hallucination fuels. The holder no longer weakens a fuel’s effects. It only changes how long the fuel burns and how weather treats it. Fuels are retuned to match. Hover any fuel to read what it does. Smelt Animal Fat into Tallow, craft 4 Waxberries into Wax, and Redroot Resin now makes 2. Emberroot grows in the Nether, and Ashblossom grows in Soul Sand Valleys. Health & hunger numbers. A new HUD option writes how much you have on the heart and the gut: just the count (14) or out of your most (14/20). It’s in the HUD editor’s options, on [E]. Off by default. Praying fills your token. Praying on a god’s ground or in its hall now fills the token you carry. It used to give a quarter charge, enough for one heading. **The character sheet is rebuilt**. It shows every source of your stats, read from the server: the Unfed’s stolen stats and essences, the Numb’s worn block, rings, the medallion, enchantments and maladies. Stats gained by devouring used to be missing from it. ### **Fixes** Sounds vanished when you turned away from them. A sound at your side now reaches both ears, and one behind you comes through duller. The Directional Audio option still overrides this when it’s on. The Stand Stalker’s mannequins spawned a lot and never went away. A field now ends 30 minutes after it appears, and its mannequins go once nobody can see them. Creatures, sounds and the Presence’s tricks came on a clock. Each now waits a random time that’s saved with your world, so a restart or a logout no longer resets it. No creature comes back sooner than 15 minutes, and the Presence’s bigger tricks wait longer. Lava, magma, glow berries, lichen and end rods never changed on their own. The journal said they did, but any one block was looked at about once every 14 hours of play. Now they do, while someone is within about 48 blocks (an in-game day is 20 minutes): every lava face a block touches takes a step off it about once a day (stone to cobblestone to gravel to nothing), and natural lava pools eat their walls too. Magma in open air cools in about 2 days, a ripe glow berry drops in about 2, lichen that isn’t on stone dies in about 3, a wild jack o’lantern goes dark in about 5, and an end rod outside the End fades in about 7. For the Unfed, fish and squid sometimes dropped no heart and were devoured where they lay. Every kill drops its heart now. Token headings could white out the screen. The Hearth and Ember tokens stacked their light on top of itself every tick, so the scene burst bright while their flames flew. On 1.21.1, a world with a Snare Circle crashed every time it loaded. On 1.21.1, switching to fullscreen turned the world almost black. On 1.21.1, the Maw Below could drown. On 1.21.1, the mod’s crops, berries and vines couldn’t go in a composter. On 1.21.1, large spell effects vanished at the edge of the screen, such as the Blinded rite’s shadow moon.
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Sensory Abyss 3.5.2-1.20.1

3.5.2-1.20.1
22 окт. 2026 г.64Minecraft: 1.20.1forge
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# Sensory Abyss 3.5.2 ## New - **Bloody Mary.** At any of the mod's mirrors, out of the sun, with a lit candle near, say her name three times, out loud or in chat. Break the glass she's in and you get 7 days of Bad Luck. - **The Maw Below.** Something swims through the rock deeper than y 40 once your sanity is at half or less. It hunts by what it feels through the ground: footsteps, landings, mining and placing blocks. - **The Casebook.** When your mind gives way now, you learn how you broke (in the dark, hunted, sleepless and so on) but not which malady it gave you. Look into a mirror: your reflection acts it out. The journal's new Casebook page lists the maladies it could be, each with what it looks like in the glass and a test to do on yourself. Pick one, do its test, and the Casebook names it or strikes it out. Maladies you already have stay named. - **Speak to things.** You can say Bloody Mary's name out loud instead of typing it. Speech is recognised on your own computer, and nothing you say leaves it. You're asked once, when the game starts, and that one answer covers everything voice in the mod. Say yes and it downloads a 57 MB speech model. - **Cast by voice.** If you said yes to voice, say a spell's Latin words to cast it. There's nothing else to turn on. That works for every spell your grimoire has learned, not just the ten on your wheel. The spellbook shows each spell's words. Your ability wheel's tiles have words too, and `/savoice words` lists all of yours. Keys and wheels still work the same, alongside it. `/savoice cast off` turns voice casting off. - **Your own voice comes back.** If you said yes to voice, the game keeps a few short things you've said, in memory only. They're never saved and never sent anywhere. `/savoice mimics off` turns this off. - **The Butcher's Table gives Animal Fat.** Animals worked on the table now give fat along with their meat: 2–3 from a pig, hoglin, camel, polar bear, sniffer or ravager; 1–2 from a cow, sheep, horse, donkey, mule, llama, panda or dolphin; up to 1 from a goat, chicken, rabbit, wolf, fox or cat. That's on top of the fat they already drop when killed. **Light** - **Creatures stand in the same shadows as the ground around them.** A creature in shade used to be lit as if the sun was on it. - **Lava and glowing blocks glow by their heat**, brightest where they're hottest. Flowing lava glows too. - **Ice, glass, tar and metal catch the light** of the sun and of torches. ## Fixes - **Under the Skin was slowly killing players.** Its bites took health every few seconds, straight through armour. A malady is in your head, so it shouldn't hurt you. - **Dying wiped the journal's Lore tab.** Every poem, whisper truth and dream you'd earned, and every Lore Page you'd read, was gone after a death. They stay now. Your maladies stay with you through death too, so dying no longer clears them. - **Water, ice, glass and the sky were missing from mirrors.** They show now: the same water you see in the world, and a sky with its clouds and the sun's glow. - **Looking straight down in first person showed the inside of your collar.** You see your chest and feet now. - **Hitting a zombie turned its face black.** A wounded zombie, husk or drowned got a dark box over its head. Wounds on other creatures could also poke out of their skin or show through it. Now wounds only show where the creature's body is.
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Sensory Abyss 2.5.2-1.21.1

2.5.2-1.21.1
22 окт. 2026 г.95Minecraft: 1.21.1neoforge
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# Sensory Abyss 2.5.2 ## New - **Bloody Mary.** At any of the mod's mirrors, out of the sun, with a lit candle near, say her name three times, out loud or in chat. Break the glass she's in and you get 7 days of Bad Luck. - **The Maw Below.** Something swims through the rock deeper than y 40 once your sanity is at half or less. It hunts by what it feels through the ground: footsteps, landings, mining and placing blocks. - **The Casebook.** When your mind gives way now, you learn how you broke (in the dark, hunted, sleepless and so on) but not which malady it gave you. Look into a mirror: your reflection acts it out. The journal's new Casebook page lists the maladies it could be, each with what it looks like in the glass and a test to do on yourself. Pick one, do its test, and the Casebook names it or strikes it out. Maladies you already have stay named. - **Speak to things.** You can say Bloody Mary's name out loud instead of typing it. Speech is recognised on your own computer, and nothing you say leaves it. You're asked once, when the game starts, and that one answer covers everything voice in the mod. Say yes and it downloads a 57 MB speech model. - **Cast by voice.** If you said yes to voice, say a spell's Latin words to cast it. There's nothing else to turn on. That works for every spell your grimoire has learned, not just the ten on your wheel. The spellbook shows each spell's words. Your ability wheel's tiles have words too, and `/savoice words` lists all of yours. Keys and wheels still work the same, alongside it. `/savoice cast off` turns voice casting off. - **Your own voice comes back.** If you said yes to voice, the game keeps a few short things you've said, in memory only. They're never saved and never sent anywhere. `/savoice mimics off` turns this off. - **The Butcher's Table gives Animal Fat.** Animals worked on the table now give fat along with their meat: 2–3 from a pig, hoglin, camel, polar bear, sniffer or ravager; 1–2 from a cow, sheep, horse, donkey, mule, llama, panda or dolphin; up to 1 from a goat, chicken, rabbit, wolf, fox or cat. That's on top of the fat they already drop when killed. **Light** - **Creatures stand in the same shadows as the ground around them.** A creature in shade used to be lit as if the sun was on it. - **Lava and glowing blocks glow by their heat**, brightest where they're hottest. Flowing lava glows too. - **Ice, glass, tar and metal catch the light** of the sun and of torches. ## Fixes - **Under the Skin was slowly killing players.** Its bites took health every few seconds, straight through armour. A malady is in your head, so it shouldn't hurt you. - **Dying wiped the journal's Lore tab.** Every poem, whisper truth and dream you'd earned, and every Lore Page you'd read, was gone after a death. They stay now. Your maladies stay with you through death too, so dying no longer clears them. - **Water, ice, glass and the sky were missing from mirrors.** They show now: the same water you see in the world, and a sky with its clouds and the sun's glow. - **Looking straight down in first person showed the inside of your collar.** You see your chest and feet now. - **Hitting a zombie turned its face black.** A wounded zombie, husk or drowned got a dark box over its head. Wounds on other creatures could also poke out of their skin or show through it. Now wounds only show where the creature's body is.
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Sensory Abyss 2.5.1-1.21.1

2.5.1-1.21.1
16 окт. 2026 г.97Minecraft: 1.21.1neoforge
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# Sensory Abyss 2.5.1 — 1.21.1 Mostly a repair update. ## Fixes - **Heralds crashed the game.** A herald seen in the wild, crossing from cover to cover or standing watching you, took the server (or your single-player world) down, again and again. Casting Frost Spray or Corrosive Spray did the same. - **The game wouldn't load on some AMD graphics cards.** It stopped on the loading screen with `'active' : Reserved word`. - **Clicking a World difficulty tile in the settings crashed the game** when the settings were opened from the title screen. Outside a world the tiles now say they're set per world. - **Every ritual link in the journal opened Blood Bending.** The Ritual Altar also named every ritual "Ritual Recipe", and items made at the altar showed no ritual on their Crafting Guide card. - **A Shattered reaching level 3 got stuck on an empty card screen.** Nothing could be picked, and every later level-up waited behind it. - **The Ritual Altar, Pedestal and Brazier couldn't be mined.** They broke very slowly and dropped nothing. So did every candle, candelabra, chandelier and candle holder, the macabre lights, the Fueled Lantern, the Ward Totem, Cooled Magma and the Chalk Snare. They take a pickaxe now (an axe for the bamboo ones, a shovel for the Chalk Snare). The Brazier needs a stone pickaxe or better. - **Ice, slime, honey and stained glass glowed in the dark.** Ice, slime and honey blocks, the edges of stained glass panes and the frames of Deep stained glass showed fully lit in pitch dark. Stained glass under a night sky was also brighter than the ground around it. ## New - **Report a Bug.** Journal → Credits → Report a Bug, or type `/sabugreport`. It uploads your latest log, and a crash report from the last day if there is one, to mclo.gs, then opens the bug report form with your mod version, loader, mod count and log links filled in. No account needed. You can also open the form without sending the log.
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Sensory Abyss 3.5.1-1.20.1

3.5.1-1.20.1
16 окт. 2026 г.67Minecraft: 1.20.1forge
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# Sensory Abyss 3.5.1 Mostly a repair update. ## Fixes - **The game wouldn't load on some AMD graphics cards.** It stopped on the loading screen with `'active' : Reserved word`. - **Clicking a World difficulty tile in the settings crashed the game** when the settings were opened from the title screen. Outside a world the tiles now say they're set per world. - **A Shattered reaching level 3 got stuck on an empty card screen.** Nothing could be picked, and every later level-up waited behind it. - **The Ritual Altar, Pedestal and Brazier couldn't be mined.** They broke very slowly and dropped nothing. So did every candle, candelabra, chandelier and candle holder, the macabre lights, the Fueled Lantern, the Ward Totem, Cooled Magma and the Chalk Snare. They take a pickaxe now (an axe for the bamboo ones, a shovel for the Chalk Snare). The Brazier needs a stone pickaxe or better. - **Ice, slime, honey and stained glass glowed in the dark.** Ice, slime and honey blocks, the edges of stained glass panes and the frames of Deep stained glass showed fully lit in pitch dark. Stained glass under a night sky was also brighter than the ground around it. ## New - **Report a Bug.** Journal → Credits → Report a Bug, or type `/sabugreport`. It uploads your latest log, and a crash report from the last day if there is one, to mclo.gs, then opens the bug report form with your mod version, loader, mod count and log links filled in. No account needed. You can also open the form without sending the log.
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Sensory Abyss 2.5.0-1.21.1

2.5.0-1.21.1
15 окт. 2026 г.33Minecraft: 1.21.1neoforge
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# Sensory Abyss 2.5 The Shattered is rebuilt around ten gods. Creatures leave bodies, food keeps in real storage, and there are new ores, armour, crops and a lot of new blocks. Take your free `/sa respec` when you log in. ## New **The gods** - **Ten gods, each with a hall** generated somewhere in the world. - **Heralds.** Every god has one, and they turn up in the wild in their god's places. A fight with one has three phases, and a herald can drag you somewhere else to finish it. Die there and your things are dropped where you were taken from. **The Shattered, rebuilt** - **One number per god**, from −100 (denial) to +100 (belief). Doing the work a god asks of you raises it, and also raises the two gods it likes and lowers the two it hates. Killing its herald, breaking an effigy that isn't yours, or burning its materia lowers it. - **Both ends change how you play.** Every step toward belief gives you something, and every step toward denial takes something away. Believe in the Tide and you need less air and swim faster. Deny it far enough and you sink, and no bucket will pour. - **Find a god's hall and pray in it** to bind the god and take its effigy. Set the effigy down and the god stays awake: it talks to you, gives you work, and sends its herald, as a gift or as an attack depending on where you stand with it. You get a Lesser Effigy when the god first notices you, so a god can talk to you before you find a hall. - **Ten new abilities, all from level 1:** Migraine, Intrusive Thought, Phantom Pain, Outburst, Déjà Vu, Compulsion, Suspicion, Amnesia, Hysteria and Projection. Drag gods onto them in the kit screen. How far you believe or deny a god (tiers start at 26, 51 and 76, and 100) decides what it adds. - **Apotheosis**, the new ultimate. For one minute, the herald moves of the god you love most fill half your wheel, and the god you hate most fills the other half. The further you've gone with each god, the more of its moves you get and the stronger they are. - **Ascension.** At +100 or −100, take three of a god's materia to its hall and pray. A believer is led into the herald's domain for a trial and blessed. A denier is dragged in to kill a bigger herald. Either way, that god is held at that end. You can ascend two gods on each side. - **Episodes.** Every day your mind picks two afflictions and makes them true of you. - **Repent in the hall of a god you deny.** Praying there moves it 10 back toward zero, once a day. Three new rites at the Ritual Altar: Offering, Unmaking and Binding. - **24 new level-up augments.** **The world** - **Bodies stay where they fall.** A body rots over about three days (faster in heat, slower in cold), then crumbles. Sneak and right-click one with an empty hand to carry it. Anything bigger than you gets dragged. A rotting body left under the open sky at night can draw a zombie to it. Kill drops are the same as before. - **Hearts.** Every creature you kill drops one. To most players it's poor food. To the Unfed it's the kill itself: eating it gives exactly what devouring the body would. Once a body's heart is out, the body can't be devoured. - **Where you hit matters.** The head takes 1.5× damage, the body 1.15× and the limbs 0.85×. A blow that opens up something with blood in it makes it bleed. - **Seven armour and tool sets**, one for each ore. Two of the ores are new: Gravemetal and Abyssal. Every set's weapon is different: Rock Salt Cleaver, Gravemetal Scythe, Echo Crystal Spear, Void Rapier, Gravity Maul, Blood Flamberge and Abyssal Greatsword. Each set has its own effect on a hit and its own armour bonus, which grows with every piece you wear. Most sets' tools also dig in their own way. (animations will come with the combat system) - **Food storage:** the Icebox, Packed Icebox, Deep Freezer, Salt Barrel and Smokehouse. Salt food first and the Smokehouse smokes it. - **Four crops and four berries.** Bittergrain, Hollowgourd, Sallowroot and Smotherleaf; Ghostcurrants, Palelight Berries, Sourthorn Berries and Waxberries. Plus a lot of new wild plants. - **Quests.** Every player gets a line for their class and a line for the world. The hub (K) opens on them, and a tracker on the HUD shows what's next. Finished objectives pay class XP. If you're bringing an existing character, what you've already done is ticked off, without XP. - **Blocks:** candles, candelabras and chandeliers in six finishes; mirrors that really reflect; each god's bricks and hall furniture. - **Class skins.** Dress your HUD in any class's style, per world. You can mix them, too: one skin for the main HUD and another for a single bar. ## Changed - **The Abyss Walk is a trip now, not a menu.** You drop into the dark. Every mark is an orb in the real direction of its place, and you can see the place itself as you walk toward it. To go, walk into the orb. Something comes for you while you're down there; if it reaches you, you're put back where you started. A walk costs much less: 2, plus 1 per 500 blocks, or +6 for another dimension (it was 5, plus 1 per 200, plus 15). You start with 8 marks instead of 5, and old saves get +3. The Threaded Fracture Stone is cheaper (an Ender Pearl replaces the Fracture Stone) and shows in the recipe book once you pick up an Echo Crystal. The journal's Echo Nodes page is now a chart of your marks. - **Abyss Recall** is a new scene. Chains pull you apart, and a hand takes your heart back to your old body. - **The HUD and every screen are redrawn.** In the HUD editor, every element has its own options, and parts of the main frame can break off into their own elements. Any element can be set to show only while you hold Left Alt. - **The journal** has an index, real pages, chapter tabs and ribbons. - **Choosing a class** shows your own character acting out each one. - **Embeddium and Sodium:** the mod's lighting now runs alongside them instead of switching itself off. - **Lighting:** every light casts its own shadows. - **Maladies:** there are 40 now, up from 15, including phobias. - **The cursed pets have bodies. (no ai yet, will be in a later update)** ## Fixes - **A torch in your hand didn't stop the darkness sanity drain.** It does now, and so does another player's held light within 8 blocks if they can see you. - **Sleeping zombies never looked asleep, and zombies never wound up before a hit.** Now they lie, sit and slump, and you can see a swing coming. - **About 35 spell effects** were drawn above your head, pointing east, or at a fixed length. They now come from the caster and land on the target. - **Some sounds were silent:** a failed spell, choosing a class, unlocking a proficiency, and stumbling or hitting the ground. - **Dye mods (Dye Depot, Dye The World) crashed the game when a world loaded.** Modded dyes and candles now work with the mod's lights. ## Heads-up - **Take the respec.** - **The old Shattered is gone:** the essence slots, Take Eyes, Raise Instruments, the old abilities and Sensory Overload. If you're level 6 or higher you'll re-pick your augments on login. - **Chests next to ice, barrels of salt and smokers over a campfire don't preserve food any more.** Use the new storage blocks. Food that's already salted or smoked stays that way. - **Your HUD layout and ability keys are saved per world now**, so each world starts from the default.
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Sensory Abyss 3.5.0-1.20.1

3.5.0-1.20.1
15 окт. 2026 г.30Minecraft: 1.20.1forge
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# Sensory Abyss 3.5 The Shattered is rebuilt around ten gods. Creatures leave bodies, food keeps in real storage, and there are new ores, armour, crops and a lot of new blocks. Take your free `/sa respec` when you log in. ## New **The gods** - **Ten gods, each with a hall** generated somewhere in the world. - **Heralds.** Every god has one, and they turn up in the wild in their god's places. A fight with one has three phases, and a herald can drag you somewhere else to finish it. Die there and your things are dropped where you were taken from. **The Shattered, rebuilt** - **One number per god**, from −100 (denial) to +100 (belief). Doing the work a god asks of you raises it, and also raises the two gods it likes and lowers the two it hates. Killing its herald, breaking an effigy that isn't yours, or burning its materia lowers it. - **Both ends change how you play.** Every step toward belief gives you something, and every step toward denial takes something away. Believe in the Tide and you need less air and swim faster. Deny it far enough and you sink, and no bucket will pour. - **Find a god's hall and pray in it** to bind the god and take its effigy. Set the effigy down and the god stays awake: it talks to you, gives you work, and sends its herald, as a gift or as an attack depending on where you stand with it. You get a Lesser Effigy when the god first notices you, so a god can talk to you before you find a hall. - **Ten new abilities, all from level 1:** Migraine, Intrusive Thought, Phantom Pain, Outburst, Déjà Vu, Compulsion, Suspicion, Amnesia, Hysteria and Projection. Drag gods onto them in the kit screen. How far you believe or deny a god (tiers start at 26, 51 and 76, and 100) decides what it adds. - **Apotheosis**, the new ultimate. For one minute, the herald moves of the god you love most fill half your wheel, and the god you hate most fills the other half. The further you've gone with each god, the more of its moves you get and the stronger they are. - **Ascension.** At +100 or −100, take three of a god's materia to its hall and pray. A believer is led into the herald's domain for a trial and blessed. A denier is dragged in to kill a bigger herald. Either way, that god is held at that end. You can ascend two gods on each side. - **Episodes.** Every day your mind picks two afflictions and makes them true of you. - **Repent in the hall of a god you deny.** Praying there moves it 10 back toward zero, once a day. Three new rites at the Ritual Altar: Offering, Unmaking and Binding. - **24 new level-up augments.** **The world** - **Bodies stay where they fall.** A body rots over about three days (faster in heat, slower in cold), then crumbles. Sneak and right-click one with an empty hand to carry it. Anything bigger than you gets dragged. A rotting body left under the open sky at night can draw a zombie to it. Kill drops are the same as before. - **Hearts.** Every creature you kill drops one. To most players it's poor food. To the Unfed it's the kill itself: eating it gives exactly what devouring the body would. Once a body's heart is out, the body can't be devoured. - **Where you hit matters.** The head takes 1.5× damage, the body 1.15× and the limbs 0.85×. A blow that opens up something with blood in it makes it bleed. - **Seven armour and tool sets**, one for each ore. Two of the ores are new: Gravemetal and Abyssal. Every set's weapon is different: Rock Salt Cleaver, Gravemetal Scythe, Echo Crystal Spear, Void Rapier, Gravity Maul, Blood Flamberge and Abyssal Greatsword. Each set has its own effect on a hit and its own armour bonus, which grows with every piece you wear. Most sets' tools also dig in their own way. (animations will come with the combat system) - **Food storage:** the Icebox, Packed Icebox, Deep Freezer, Salt Barrel and Smokehouse. Salt food first and the Smokehouse smokes it. - **Four crops and four berries.** Bittergrain, Hollowgourd, Sallowroot and Smotherleaf; Ghostcurrants, Palelight Berries, Sourthorn Berries and Waxberries. Plus a lot of new wild plants. - **Quests.** Every player gets a line for their class and a line for the world. The hub (K) opens on them, and a tracker on the HUD shows what's next. Finished objectives pay class XP. If you're bringing an existing character, what you've already done is ticked off, without XP. - **Blocks:** candles, candelabras and chandeliers in six finishes; mirrors that really reflect; each god's bricks and hall furniture. - **Class skins.** Dress your HUD in any class's style, per world. You can mix them, too: one skin for the main HUD and another for a single bar. ## Changed - **The Abyss Walk is a trip now, not a menu.** You drop into the dark. Every mark is an orb in the real direction of its place, and you can see the place itself as you walk toward it. To go, walk into the orb. Something comes for you while you're down there; if it reaches you, you're put back where you started. A walk costs much less: 2, plus 1 per 500 blocks, or +6 for another dimension (it was 5, plus 1 per 200, plus 15). You start with 8 marks instead of 5, and old saves get +3. The Threaded Fracture Stone is cheaper (an Ender Pearl replaces the Fracture Stone) and shows in the recipe book once you pick up an Echo Crystal. The journal's Echo Nodes page is now a chart of your marks. - **Abyss Recall** is a new scene. Chains pull you apart, and a hand takes your heart back to your old body. - **The HUD and every screen are redrawn.** In the HUD editor, every element has its own options, and parts of the main frame can break off into their own elements. Any element can be set to show only while you hold Left Alt. - **The journal** has an index, real pages, chapter tabs and ribbons. - **Choosing a class** shows your own character acting out each one. - **Embeddium and Sodium:** the mod's lighting now runs alongside them instead of switching itself off. - **Lighting:** every light casts its own shadows. - **Maladies:** there are 40 now, up from 15, including phobias. - **The cursed pets have bodies. (no ai yet, will be in a later update)** ## Fixes - **A torch in your hand didn't stop the darkness sanity drain.** It does now, and so does another player's held light within 8 blocks if they can see you. - **Sleeping zombies never looked asleep, and zombies never wound up before a hit.** Now they lie, sit and slump, and you can see a swing coming. - **About 35 spell effects** were drawn above your head, pointing east, or at a fixed length. They now come from the caster and land on the target. - **Some sounds were silent:** a failed spell, choosing a class, unlocking a proficiency, and stumbling or hitting the ground. - **Dye mods (Dye Depot, Dye The World) crashed the game when a world loaded.** Modded dyes and candles now work with the mod's lights. ## Heads-up - **Take the respec.** - **The old Shattered is gone:** the essence slots, Take Eyes, Raise Instruments, the old abilities and Sensory Overload. If you're level 6 or higher you'll re-pick your augments on login. - **Chests next to ice, barrels of salt and smokers over a campfire don't preserve food any more.** Use the new storage blocks. Food that's already salted or smoked stays that way. - **Your HUD layout and ability keys are saved per world now**, so each world starts from the default.
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Sensory Abyss 2.4.3-1.21.1

2.4.3-1.21.1
31 авг. 2026 г.328Minecraft: 1.21.1neoforge
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Sensory Abyss 2.4.3 A repair patch. 🔧 Fixes - Being shot could crash the game. With an arrow stuck in you, opening your inventory dropped you out. - Some configs were shipping off and causing rendering issues. All should be fixed.
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Sensory Abyss 3.4.3-1.20.1

3.4.3-1.20.1
31 авг. 2026 г.139Minecraft: 1.20.1forge
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Sensory Abyss 3.4.3 A repair patch. 🔧 Fixes - Being shot could crash the game. With an arrow stuck in you, opening your inventory dropped you out. - Some configs were shipping off and causing rendering issues. All should be fixed.
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Sensory Abyss 3.4.2-1.20.1

3.4.2-1.20.1
29 авг. 2026 г.38Minecraft: 1.20.1forge
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 Sensory Abyss 3.4.2 Mostly a repair update. 🔧 Fixes - Playing as the Numb could kick you from the server. Wearing down a kind of block you had never worn before could drop the connection with "Failed to encode packet". The Corruption and Apex syncs could do the same. - Creatures were being erased in water. A wader cut off at the waterline, a mob under a lake invisible from the bank, and nothing to see looking up from below the surface. One fault behind all three. - F1 didn't clear the HUD. The class plate, the Apex and Necromancer panels, the party list and the pet list all stayed painted over a hidden interface. - The Blinded's Pentimento drew nothing but mist with Supplementary installed. ⭐ New Shrines ask you a question now. A Resonance Shrine sings a phrase of three to six notes and you play it back. Answer in any key it listens to the intervals, not the pitches and every note throws a coloured particle at its own height, so the phrase can be read by someone who hears nothing. Touch it again to hear it from the top; that is the only help on offer. Players have a new body model (will be more important in the future when more planned systems get added, right now the effects are cosmetic. The abyss recall animation is not complete but I wanted to get the patch out)
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Sensory Abyss 2.4.2-1.21.1

2.4.2-1.21.1
29 авг. 2026 г.43Minecraft: 1.21.1neoforge
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 Sensory Abyss 2.4.2 Mostly a repair update. 🔧 Fixes - Playing as the Numb could kick you from the server. Wearing down a kind of block you had never worn before could drop the connection with "Failed to encode packet". The Corruption and Apex syncs could do the same. - Creatures were being erased in water. A wader cut off at the waterline, a mob under a lake invisible from the bank, and nothing to see looking up from below the surface. One fault behind all three. - F1 didn't clear the HUD. The class plate, the Apex and Necromancer panels, the party list and the pet list all stayed painted over a hidden interface. - The Blinded's Pentimento drew nothing but mist with Supplementary installed. ⭐ New Shrines ask you a question now. A Resonance Shrine sings a phrase of three to six notes and you play it back. Answer in any key it listens to the intervals, not the pitches and every note throws a coloured particle at its own height, so the phrase can be read by someone who hears nothing. Touch it again to hear it from the top; that is the only help on offer. Players have a new body model (will be more important in the future when more planned systems get added, right now the effects are cosmetic. The abyss recall animation is not complete but I wanted to get the patch out)
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Sensory Abyss 2.4.1-1.21.1

2.4.1-1.21.1
26 авг. 2026 г.43Minecraft: 1.21.1neoforge
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Sensory Abyss 2.4.1 A stability pass 🔧 Fixes - Particles, decals and VFX crashed when they traced against the world. - The Deafened's instruments would not raise on V. The key was never bound with new system. - The Blinded's verb wheel had no key, and could not be closed on its own key either. - The Sporeweaver's focus wheel had no key. - Class acts can be set in the Ability Keys page now, under class keys — one page for the whole class. An act with no key says so in red. - The Deafened were offered the retired Flesh Guitar in that list. - Anosmiac subclasses saw Scar, Cycle and Cleanse listed twice. - On-screen text named keys that no longer exist — Spellbook [G], ultimate [U], transcendence [Y], "three" instruments, "both" pet keys. Hints now read the key you actually have bound. ⭐ New - Blocks break properly. A fracture webs out across the block as you mine it, chips come off the face you are hitting, and it falls apart into tumbling chunks in the block's own colour. - ⚠️ Heads-up - Your class's keys have left Options → Controls. They are set in the Ability Keys page now; Controls keeps the general binds — hub, wheels, spells, pets, torch.
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Sensory Abyss 3.4.1-1.20.1

3.4.1-1.20.1
26 авг. 2026 г.32Minecraft: 1.20.1forge
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Sensory Abyss 3.4.1 A stability pass 🔧 Fixes - Particles, decals and VFX crashed when they traced against the world. - The Deafened's instruments would not raise on V. The key was never bound with new system. - The Blinded's verb wheel had no key, and could not be closed on its own key either. - The Sporeweaver's focus wheel had no key. - Class acts can be set in the Ability Keys page now, under class keys — one page for the whole class. An act with no key says so in red. - The Deafened were offered the retired Flesh Guitar in that list. - Anosmiac subclasses saw Scar, Cycle and Cleanse listed twice. - On-screen text named keys that no longer exist — Spellbook [G], ultimate [U], transcendence [Y], "three" instruments, "both" pet keys. Hints now read the key you actually have bound. ⭐ New - Blocks break properly. A fracture webs out across the block as you mine it, chips come off the face you are hitting, and it falls apart into tumbling chunks in the block's own colour. ⚠️ Heads-up - Your class's keys have left Options → Controls. They are set in the Ability Keys page now; Controls keeps the general binds — hub, wheels, spells, pets, torch.
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Sensory Abyss 2.4-1.21.1

2.4-1.21.1
23 авг. 2026 г.38Minecraft: 1.21.1neoforge
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Sensory Abyss 2.4 (actually fixed) 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.
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Sensory Abyss 3.4-1.20.1

3.4-1.20.1
22 авг. 2026 г.38Minecraft: 1.20.1forge
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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.
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Sensory Abyss 2.3.1-1.21.1

2.3.1-1.21.1
29 июл. 2026 г.105Minecraft: 1.21.1neoforge
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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.
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Sensory Abyss 3.3.1-1.20.1

3.3.1-1.20.1
29 июл. 2026 г.85Minecraft: 1.20.1forge
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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.
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Sensory Abyss 2.3-1.21.1

2.3-1.21.1
22 июл. 2026 г.52Minecraft: 1.21.1neoforge
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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.
release

Sensory Abyss 3.3-1.20.1

3.3-1.20.1
22 июл. 2026 г.34Minecraft: 1.20.1forge
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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.
release

Sensory Abyss 2.2-1.21.1

2.2-1.21.1
13 июл. 2026 г.37Minecraft: 1.21.1neoforge
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⭐ 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.
release

Sensory Abyss 3.2-1.20.1

3.2-1.20.1
9 июл. 2026 г.68Minecraft: 1.20.1forge
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Что нового
⭐ 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.
release

Sensory Abyss 2.1-1.21.1

2.1-1.21.1
1 июл. 2026 г.68Minecraft: 1.21.1neoforge
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⭐ New The Unfed: Mastery Devouring a kill no longer fills a fixed essence slot — it banks per-mob Mastery, a currency you spend from the reworked Essence Codex screen. Spend it on a stat boost, a stolen Passive (one mob ability, kept until you die), or Gorge — become the creature outright. Gorge A full transformation: model, hitbox, moveset, and weaknesses, all swapped to match. Bosses cost less Mastery to trigger but are far rarer to earn it from. While gorged you can't eat, drink, use items, or draw a bow/wand — your damage comes from the creature's own body. A new key (default V) fires each form's signature attack: Wither/Blaze/Ghast projectiles, Skeleton arrow volleys, Enderman blink, and more. (you can become any mob but not all mobs have all attacks or animations right now. Notably the ender dragon. Its hitbox is off and it uses the wither attack. I am working on it though) Permanent stat stealing Bank enough Mastery against one mob type — the cost doubles each time — to permanently steal the mobs Health, Armor, or Damage. A real long-term goal sitting on top of the spend economy. Way more ways to earn class XP Building, sleeping through the night, keeping candles lit, casting spells, using class abilities, breeding, taming, harvesting, learning a new spell, completing a ritual, and leveling up spell mastery all grant a small trickle of XP now, alongside combat and exploration. ⚖️ Balance • Fixed a survival-XP exploit — taking damage you were actually immune to (Anosmiac vs. poison, Numb vs. cold, etc.) no longer granted XP as if you'd been hit. 🔍 Quality of Life • Grimoire spell descriptions rewritten across the board to say what a spell actually does — e.g. "Everything caught is Chilled — a brief movement slow" instead of vague text. • The Unfed's class-select blurb and progression readout now describe the Mastery loop instead of the old essence-slot system. 🔧 Fixes • Necromancer's raised Skeleton minions can actually shoot arrows now — they were silently never firing. • Fixed a bug where newly raised minions could fail to appear at all. • Admin class-wipes no longer leave Shattered players staring at a stale drafted loadout.
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Sensory Abyss 3.1-1.20.1

3.1-1.20.1
1 июл. 2026 г.48Minecraft: 1.20.1forge
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⭐ New The Unfed: Mastery Devouring a kill no longer fills a fixed essence slot — it banks per-mob Mastery, a currency you spend from the reworked Essence Codex screen. Spend it on a stat boost, a stolen Passive (one mob ability, kept until you die), or Gorge — become the creature outright. Gorge A full transformation: model, hitbox, moveset, and weaknesses, all swapped to match. Bosses cost less Mastery to trigger but are far rarer to earn it from. While gorged you can't eat, drink, use items, or draw a bow/wand — your damage comes from the creature's own body. A new key (default V) fires each form's signature attack: Wither/Blaze/Ghast projectiles, Skeleton arrow volleys, Enderman blink, and more. (you can become any mob but not all mobs have all attacks or animations right now. Notably the ender dragon. Its hitbox is off and it uses the wither attack. I am working on it though) Permanent stat stealing Bank enough Mastery against one mob type — the cost doubles each time — to permanently steal the mobs Health, Armor, or Damage. A real long-term goal sitting on top of the spend economy. Way more ways to earn class XP Building, sleeping through the night, keeping candles lit, casting spells, using class abilities, breeding, taming, harvesting, learning a new spell, completing a ritual, and leveling up spell mastery all grant a small trickle of XP now, alongside combat and exploration. ⚖️ Balance • Fixed a survival-XP exploit — taking damage you were actually immune to (Anosmiac vs. poison, Numb vs. cold, etc.) no longer granted XP as if you'd been hit. 🔍 Quality of Life • Grimoire spell descriptions rewritten across the board to say what a spell actually does — e.g. "Everything caught is Chilled — a brief movement slow" instead of vague text. • The Unfed's class-select blurb and progression readout now describe the Mastery loop instead of the old essence-slot system. 🔧 Fixes • Necromancer's raised Skeleton minions can actually shoot arrows now — they were silently never firing. • Fixed a bug where newly raised minions could fail to appear at all. • Admin class-wipes no longer leave Shattered players staring at a stale drafted loadout.
release

Sensory Abyss 2.0-1.21.1

2.0-1.21.1
29 июн. 2026 г.53Minecraft: 1.21.1neoforge
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⭐ New The Ability Wheel Hold C to open a radial menu of your class's abilities, point, and release. It shows everything your class can do with live cooldowns. In Controls you can set it to fire on release or select then fire, and you can keep walking while it's open. The old direct ability keys (Primary / Secondary / Ultimate / Slots 1–3 / Transcendence / Resonant Dash) are now unbound by default — the wheel replaces them — but you can re-bind any of them if you prefer dedicated keys. Become The Shattered — the Convergence Ritual A new sixth class change ritual. Where each base ritual gives up one sense, the Convergence gives up all five at once to make you The Shattered. Same five pedestals, but the chalk is every color at 5 (5 Sightmark + 5 Echomark + 5 Scentmark + 5 Voidmark + 5 Bloodmark). Channels for about a minute — the longest class change. The Shattered drafts its whole kit The Shattered no longer has fixed sense-combination perks. At L3/5/9/13/16 you draft two abilities at a time into a six-slot loadout — including your ultimate at L13, which is now a pick-2-of-4 draft instead of a fixed grant. Free respec after big updates Run /sa respec to re-do your level-up choices without a full class reset — it keeps your class, subclass, level, XP, and everything you've absorbed. You get one free respec per major update (not bugfix patches), and a chat line tells you when it's available on your first login after updating. Modpack & server support Server owners can now slot modded mobs, blocks, and items into the affliction systems without code — datapack JSON for The Unfed's essence pools and The Numb's materials, config for The Deafened's sound categories and Item Mastery. See MODDED_CONTENT_CONFIG.md. ⚖️ Balance • The Blinded — Light and Dark stat pools trimmed roughly 20–25% per pick, and passive Health Regen cut further, so a long-played character no longer snowballs out of control. (The journal's listed values are updated to match.) • The Shattered now correctly receives its Blinded affliction's Light/Dark stat pools and health regen — these were previously being dropped. • The Numb — Clumsy Hands — a single heavy blow (50%+ of your max health in one hit) now reliably knocks your held item loose. Ordinary chip damage no longer fumbles it. • Sensory fuel plants (Redroot, Emberroot, Blightroot, Ashblossom) now slowly spread to nearby soil on their own — a small starter patch grows into a renewable supply. (No seeds or bonemeal.) • Sensory distortion zones — corruption now builds steadily over minutes rather than spiking, so a zone is a hazard you leave, not an instant wipe. Gravity Fault lifts you in pulses (with gaps to escape) and its Slowness is capped, instead of pinning you in place. • Blinded echo-vision — the white reveal is toned down; players found it too bright. • Accessories & charms — several descriptions corrected to match what they actually do: Echo Pendant outlines nearby hostiles, Plague Collar inflicts Poison on hit (plus immunity), Void Locket reduces spell cooldowns, and Charm of Tremors / Charm of Endurance reworded. 🔧 Quality of Life • Grimoire crafting is no longer locked to your affliction — any class (including classless and The Shattered) can craft a grimoire. As always, any class can learn any spell. • Ability bar HUD slimmed now that abilities fire from the wheel; the vanilla XP bar is back on the modded HUD skin. • /sa set now accepts shattered. • Journal updated throughout — new Spell Mastery page, Ability Wheel keybinds, the Convergence ritual, the respec, plant renewal, and corrected Blinded stat values. 🐛 Fixes • Death Remnant recall now works across long distances and unloaded chunks — your statue is no longer reported missing when it's far away. • Class & sense progress now survives disabling and re-enabling the mod; it's recovered from a backup on your next login. • Spell mastery no longer resets when you die. • The Shattered's L13 ultimate draft now actually opens (it was being skipped).
release

Sensory Abyss 3.0-1.20.1

3.0-1.20.1
29 июн. 2026 г.30Minecraft: 1.20.1forge
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⭐ New The Ability Wheel Hold C to open a radial menu of your class's abilities, point, and release. It shows everything your class can do with live cooldowns. In Controls you can set it to fire on release or select then fire, and you can keep walking while it's open. The old direct ability keys (Primary / Secondary / Ultimate / Slots 1–3 / Transcendence / Resonant Dash) are now unbound by default — the wheel replaces them — but you can re-bind any of them if you prefer dedicated keys. Become The Shattered — the Convergence Ritual A new sixth class change ritual. Where each base ritual gives up one sense, the Convergence gives up all five at once to make you The Shattered. Same five pedestals, but the chalk is every color at 5 (5 Sightmark + 5 Echomark + 5 Scentmark + 5 Voidmark + 5 Bloodmark). Channels for about a minute — the longest class change. The Shattered drafts its whole kit The Shattered no longer has fixed sense-combination perks. At L3/5/9/13/16 you draft two abilities at a time into a six-slot loadout — including your ultimate at L13, which is now a pick-2-of-4 draft instead of a fixed grant. Free respec after big updates Run /sa respec to re-do your level-up choices without a full class reset — it keeps your class, subclass, level, XP, and everything you've absorbed. You get one free respec per major update (not bugfix patches), and a chat line tells you when it's available on your first login after updating. Modpack & server support Server owners can now slot modded mobs, blocks, and items into the affliction systems without code — datapack JSON for The Unfed's essence pools and The Numb's materials, config for The Deafened's sound categories and Item Mastery. See MODDED_CONTENT_CONFIG.md. ⚖️ Balance • The Blinded — Light and Dark stat pools trimmed roughly 20–25% per pick, and passive Health Regen cut further, so a long-played character no longer snowballs out of control. (The journal's listed values are updated to match.) • The Shattered now correctly receives its Blinded affliction's Light/Dark stat pools and health regen — these were previously being dropped. • The Numb — Clumsy Hands — a single heavy blow (50%+ of your max health in one hit) now reliably knocks your held item loose. Ordinary chip damage no longer fumbles it. • Sensory fuel plants (Redroot, Emberroot, Blightroot, Ashblossom) now slowly spread to nearby soil on their own — a small starter patch grows into a renewable supply. (No seeds or bonemeal.) • Sensory distortion zones — corruption now builds steadily over minutes rather than spiking, so a zone is a hazard you leave, not an instant wipe. Gravity Fault lifts you in pulses (with gaps to escape) and its Slowness is capped, instead of pinning you in place. • Blinded echo-vision — the white reveal is toned down; players found it too bright. • Accessories & charms — several descriptions corrected to match what they actually do: Echo Pendant outlines nearby hostiles, Plague Collar inflicts Poison on hit (plus immunity), Void Locket reduces spell cooldowns, and Charm of Tremors / Charm of Endurance reworded. 🔧 Quality of Life • Grimoire crafting is no longer locked to your affliction — any class (including classless and The Shattered) can craft a grimoire. As always, any class can learn any spell. • Ability bar HUD slimmed now that abilities fire from the wheel; the vanilla XP bar is back on the modded HUD skin. • /sa set now accepts shattered. • Journal updated throughout — new Spell Mastery page, Ability Wheel keybinds, the Convergence ritual, the respec, plant renewal, and corrected Blinded stat values. 🐛 Fixes • Death Remnant recall now works across long distances and unloaded chunks — your statue is no longer reported missing when it's far away. • Class & sense progress now survives disabling and re-enabling the mod; it's recovered from a backup on your next login. • Spell mastery no longer resets when you die. • The Shattered's L13 ultimate draft now actually opens (it was being skipped).
release

Sensory Abyss 1.9.1-1.21.1

1.9.1-1.21.1
27 июн. 2026 г.26Minecraft: 1.21.1neoforge
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Sensory Abyss 1.9-1.9.1 (I forgot to upload 1.9 on here but 1.9.1 has everything) Lighting & Atmosphere • Fixed a client crash on some GPUs (notably Intel) caused by the atmosphere shader. A shader compile failure now just disables the effect for that session instead of taking down the game. Performance • Reduced render-thread CPU load from a hot vanilla path that was eating roughly a quarter of frame time and causing GC stutter. Smoother frames during chunk loading and movement. Spells & Mastery • Spell mastery no longer resets when you die. Cast counts now persist through death — no more watching a spell slide from Adept back down to Practiced. • Mastery expanded from 5 ranks to 8. New high ranks: Grandmaster, Ascendant, Eternal. A fully-mastered spell now hits 85% harder, comes off cooldown twice as fast, and — new — costs 25% less mana. Mana cost still rises slightly in the early ranks before mastery makes the channel efficient. (New journal entry "Spell Mastery" explains all of this in-game.) • You can now craft any grimoire and learn any spell regardless of class. Removed an old affliction gate, and fixed a bug where a grimoire placed on an altar or pedestal wasn't recognized as a grimoire — which could block learning entirely. • Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The Sight school is the only one to get these changes as a trial for feedback before I adjust all schools. Classes • The Shattered now correctly receives the Blinded light/dark stat pool and its health regen. These bonuses were silently being dropped for Shattered players. • The Shattered can craft grimoires again. Because they carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time — they can now perform any class's grimoire ritual, as intended. • Rebalanced the Blinded stat pools downward (~20–25%). The pools stack with no cap, so long-played characters were snowballing — especially health regen, where a single high pick could out-heal most incoming damage. Sustain now scales more gently over a long game. • Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new: o Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns). o Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly). o Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus). • Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death). Death Remnants / Abyss Recall • Recall to a distant remnant now works. If your remnant was far away (its chunk unloaded), recall used to report "nothing remains there." It now loads the remnant in, waits for it to resolve, and lands you with your contents — with a graceful fallback if the remnant is genuinely gone. World & Zones • Sensory plants now slowly spread and renew. They have no seeds and can't be bonemealed, so a planted patch will occasionally seed a nearby tile of its preferred soil (with a density cap — it's a trickle, not a crop). • Rebalanced sensory distortion zones. Sense-corruption now accrues per second instead of per tick, so a zone fills your corruption over minutes rather than near-instantly — a hazard you leave, not an instant wipe. Gravity Fault zones are now escapable: levitation pulses with gravity-normal gaps instead of holding you airborne, and slowness no longer ramps to a level that traps you. • Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior. Fixes & Stability • Fixed the absorption-upgrade chat confirmation showing things like "+50% armor" for what is actually +0.5 flat armor. Flat stats (armor, health, damage points, regen) and percentage stats now display correctly. • Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.
release

Sensory Abyss 2.9.1-1.20.1

2.9.1-1.20.1
27 июн. 2026 г.36Minecraft: 1.20.1forge
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Lighting & atmosphere • Fixed a client crash on some GPUs (notably Intel) caused by the atmosphere shader. A shader compile failure now just disables the effect for that session instead of taking down the game. Performance • Reduced render-thread CPU load from a hot vanilla path that was eating roughly a quarter of frame time and causing GC stutter. Smoother frames during chunk loading and movement. Spells & Mastery • Spell mastery no longer resets when you die. Cast counts now persist through death — no more watching a spell slide from Adept back down to Practiced. • Mastery expanded from 5 ranks to 8. New high ranks: Grandmaster, Ascendant, Eternal. A fully-mastered spell now hits 85% harder, comes off cooldown twice as fast, and — new — costs 25% less mana. Mana cost still rises slightly in the early ranks before mastery makes the channel efficient. (New journal entry "Spell Mastery" explains all of this in-game.) • You can now craft any grimoire and learn any spell regardless of class. Removed an old affliction gate, and fixed a bug where a grimoire placed on an altar or pedestal wasn't recognized as a grimoire — which could block learning entirely. Classes • The Shattered now correctly receives the Blinded light/dark stat pool and its health regen. These bonuses were silently being dropped for Shattered players. • Rebalanced the Blinded stat pools downward (~20–25%). The pools stack with no cap, so long-played characters were snowballing — especially health regen, where a single high pick could out-heal most incoming damage. Sustain now scales more gently over a long game. Death Remnants / Abyss Recall • Recall to a distant remnant now works. If your remnant was far away (its chunk unloaded), recall used to report "nothing remains there." It now loads the remnant in, waits for it to resolve, and lands you with your contents — with a graceful fallback if the remnant is genuinely gone. World & zones • Sensory plants now slowly spread and renew. They have no seeds and can't be bonemealed, so a planted patch will occasionally seed a nearby tile of its preferred soil (with a density cap — it's a trickle, not a crop). • Rebalanced sensory distortion zones. Sense-corruption now accrues per second instead of per tick, so a zone fills your corruption over minutes rather than near-instantly — a hazard you leave, not an instant wipe. Gravity Fault zones are now escapable: levitation pulses with gravity-normal gaps instead of holding you airborne, and slowness no longer ramps to a level that traps you. Small fixes • Fixed the absorption-upgrade chat confirmation showing things like "+50% armor" for what is actually +0.5 flat armor. Flat stats (armor, health, damage points, regen) and percentage stats now display correctly.
release

Sensory Abyss 2.9-1.20.1

2.9-1.20.1
26 июн. 2026 г.41Minecraft: 1.20.1forge
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Fixes The Shattered can craft grimoires again. Because the Shattered carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time. The Shattered can now perform any class's grimoire ritual, as intended. Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running. Changes Blinded vision reworked. The old breathing in-and-out pulse is gone. You now sit inside a steady black-and-white "bubble" — the world around you stays lit out to about 5 blocks and fades to black past that edge. Your tongue-click ping (G) pushes that edge out to ~10 blocks for a few seconds before it settles back in. Heat sources and exposed ore still read as colored cues on top. Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new: Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns). Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly). Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus). Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death). New Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior. Improved Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The sight school is the only one to get these changes as a trial for feedback before I adjust all schools. Future Experimental Change Native shadows & lighting (early, work in progress). I'm building a from scratch shadow and lighting system that runs without an external shaderpack, real directional shadows from the sun and moon, softer light, and a cooler, more readable night. This is still under construction and rough in places. It stands aside automatically if you're using a real shaderpack, and Blinded players are unaffected. This will also be easier on performance since it isn’t general like a shaderpack but a specified look I am curating for the atmosphere of the mod. It is able to be enables in the configs but defaulted to off since it is in such early development. I thought I should get an update out to fix some of the other issues. I just wanted to let players know of a huge future update
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Sensory Abyss 1.8-1.21.1

1.8-1.21.1
21 июн. 2026 г.37Minecraft: 1.21.1neoforge
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Added • Death Remnant + Abyss Recall system. On death you no longer scatter your items — your full inventory and XP are sealed into a Remnant, a soulbound statue rendered as you, turned to stone (your skin + gear under a stone overlay). It never despawns and waits indefinitely for you. Two ways to reclaim: o Path A — walk back: right-click the Remnant with your Abyss Recall token → instant, penalty-free return. o Path B — channel: hold right-click anywhere to channel the token (3s); you're pulled to the Remnant through a face-first "swallow / spit-out”, the contents return, and the Abyss takes its price in corruption + sanity. Token is consumed on success. o A single-use Abyss Recall token (Epic, fire-resistant) is granted on respawn, bound to that death's Remnant. o New config block death_remnants.enabled (default on); keepInventory always takes priority. o New Remnant entity, Abyss Recall item. Changed • Anosmiac smell-input rework. Seed/exhale moved off plain right-click (it was stomping normal block interaction — opening a chest could throw a seed or exhale a zone) onto sneak-gated tap/hold: o Sporeweaver: sneak + tap = throw a seed at the crosshair; sneak + hold = plant (2.5s channel at your feet). o Miasma Walker: sneak + right-click = exhale a zone at the crosshair. • Sleep & poem cadence. Dream poems now drip ~every 7–10 in-game days. Each dream also now teaches its one signature poem the first time you have it • Village/stored food now spoils • Dream implementations trimmed/refactored; continued Blinded shader + true-darkness/darkness-presence tuning.
release

Sensory Abyss 2.8-1.20.1

2.8-1.20.1
21 июн. 2026 г.55Minecraft: 1.20.1forge
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Added • Death Remnant + Abyss Recall system. On death you no longer scatter your items — your full inventory and XP are sealed into a Remnant, a soulbound statue rendered as you, turned to stone (your skin + gear under a stone overlay). It never despawns and waits indefinitely for you. Two ways to reclaim: o Path A — walk back: right-click the Remnant with your Abyss Recall token → instant, penalty-free return. o Path B — channel: hold right-click anywhere to channel the token (3s); you're pulled to the Remnant through a face-first "swallow / spit-out”, the contents return, and the Abyss takes its price in corruption + sanity. Token is consumed on success. o A single-use Abyss Recall token (Epic, fire-resistant) is granted on respawn, bound to that death's Remnant. o New config block death_remnants.enabled (default on); keepInventory always takes priority. o New Remnant entity, Abyss Recall item. Changed • Anosmiac smell-input rework. Seed/exhale moved off plain right-click (it was stomping normal block interaction — opening a chest could throw a seed or exhale a zone) onto sneak-gated tap/hold: o Sporeweaver: sneak + tap = throw a seed at the crosshair; sneak + hold = plant (2.5s channel at your feet). o Miasma Walker: sneak + right-click = exhale a zone at the crosshair. • Sleep & poem cadence. Dream poems now drip ~every 7–10 in-game days. Each dream also now teaches its one signature poem the first time you have it • Village/stored food now spoils • Dream implementations trimmed/refactored; continued Blinded shader + true-darkness/darkness-presence tuning.
release

Sensory Abyss 1.7-1.21.1

1.7-1.21.1
20 июн. 2026 г.25Minecraft: 1.21.1neoforge
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Soapy-cauldron armor washing + slow water-scent decay + level-scaled carry weight Blinded vision rework — breathing lightmap reveal + manual ping + sky suppression Fix: flashlight no longer lifts Blinded vision under a shaderpack Ritual altar/pedestal drop items when broken (+ HUD/bloom/shader pass) Fix: rotten flesh decomposes away instead of re-rotting forever Anosmiac / Numbed drawbacks reworked + class-info accuracy pass Fix: breaking candles crashing players
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Sensory Abyss 2.7-1.20.1

2.7-1.20.1
20 июн. 2026 г.23Minecraft: 1.20.1forge
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Blinded vision rework — breathing lightmap reveal + manual (tongue-click) ping + sky suppression Fix: held lights no longer lift Blinded vision under a shaderpack Ritual altar/pedestal now drop their held item when broken (+ HUD/shader WIP) Fix: rotten flesh now decomposes away instead of re-rotting forever Anosmiac / Numbed drawbacks reworked + class-info accuracy pass
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Sensory Abyss 1.6-1.21.1

1.6-1.21.1
18 июн. 2026 г.26Minecraft: 1.21.1neoforge
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Added Soapy cauldron washing — pour Perfume Essence into a water cauldron to make soapy water, then wash dirty armor in it (hold right-click, or just toss the armor in) to scrub its scent off fast. Armor scent gauge — armor now shows how much stink it's holding in its tooltip; worn gear soaks up your smell and airs out slowly on its own. Carry weight grows with your class level — the weight cap rises from 300 up to 600 by level 20. Performance Mode (Max FPS) button in the HUD editor for low-end machines. Dream expansion (catching up to what 1.20.1 already had): 6 new dreams — Hearth, Flight, Falling, Tide, Hollow Hunger, Three Knocks — plus 2 new walkable nightmare areas, Black Mire and Returning Room. Changed Plain water/rain washes scent off much more slowly now — it's no longer a near-instant reset. Lean on soap/cauldron when you need speed.
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Sensory Abyss 2.6-1.20.1

2.6-1.20.1
18 июн. 2026 г.21Minecraft: 1.20.1forge
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Added Soapy cauldron washing — pour Perfume Essence into a water cauldron to make soapy water, then wash dirty armor in it (just toss the armor in) to scrub its scent off fast. Armor scent gauge — armor now shows how much stink it's holding in its tooltip; worn gear soaks up your smell and airs out slowly on its own. Carry weight grows with your class level — the weight cap rises from 300 up to 600 by level 20. Performance Mode (Max FPS) button in the HUD editor for low-end machines. Changed Plain water/rain washes scent off much more slowly now — it's no longer a near-instant reset. Lean on soap/cauldron when you need speed. + Other small bug fixes
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Sensory Abyss 1.5-1.21.1

1.5-1.21.1
17 июн. 2026 г.28Minecraft: 1.21.1neoforge
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Updated the huds and guis fixed matches blocking redstone torch recipes fixed keybind issue where it was lagging players if they had unbound keybinds adjusted the casting visuals to not crowd the players face so much I was working on updating the spell, ritual, and ability visuals but they didnt look good in minecraft or the mod direction so I reverted them.  Other bug fixes
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Sensory Abyss 2.5-1.20.1

2.5-1.20.1
17 июн. 2026 г.27Minecraft: 1.20.1forge
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Updated the huds and guis fixed matches blocking redstone torch recipes fixed keybind issue where it was lagging players if they had unbound keybinds adjusted the casting visuals to not crowd the players face so much I was working on updating the spell, ritual, and ability visuals but they didnt look good in minecraft or the mod direction so I reverted them.  Other bug fixes
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Sensory Abyss 2.4-1.20.1

2.4-1.20.1
5 июн. 2026 г.34Minecraft: 1.20.1forge
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added general compatibility with food, and lighting mods. added where you can now color candles by clicking them with dye in your hand.  removed weather effects until proper fixes fixed flashlight lifting blinded vision and a few other bug fixes.
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Sensory Abyss 1.3-1.21.1

1.3-1.21.1
5 июн. 2026 г.55Minecraft: 1.21.1neoforge
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Что нового
added general compatibility with food, and lighting mods. added where you can now color candles by clicking them with dye in your hand.  removed weather effects until proper fixes fixed flashlight lifting blinded vision and a few other bug fixes.
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Sensory Abyss 2.3-1.20.1

2.3-1.20.1
4 июн. 2026 г.28Minecraft: 1.20.1forge
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Что нового
added - numbed timer reset command, there is now a setting for vanilla style huds (Theyre not amazing and I can update them later but they are working) Fixed - all rituals are available and working, the flashlight is hooked up to the shader so it works with the on/off, the dream dimension is now accessible naturally 
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Sensory Abyss 1.2-1.21.1

1.2-1.21.1
4 июн. 2026 г.27Minecraft: 1.21.1neoforge
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Что нового
added - numbed timer reset command, there is now a setting for vanilla style huds (Theyre not amazing and I can update them later but they are working) Fixed - all rituals are available and working, the flashlight is hooked up to the shader so it works with the on/off, the dream dimension is now accessible naturally 
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Sensory Abyss 2.2-1.20.1

2.2-1.20.1
3 июн. 2026 г.19Minecraft: 1.20.1forge
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Что нового
### Added - **Content warning screen** on startup — shown every launch, lists the mod's mature themes (will matter more on later releases) - **New ambient particle atmosphere** — separate mood, weather, hazard, cave, and biome particle layers.  - **Per-class mastery HUDs** — custom painted UI plates for each class. - **Early groundwork for a playable dream dimension** — first walkable nightmare scene *(currently test-access only)*. ### Reworked / Changed - **Flashlight** — rebuilt as a smooth screen-space beam that lights what's in front of you without washing out other light sources; works in 1st & 3rd person with instant on/off. - **Weather system** — rebuilt into a layered rain/wind/overlay engine with world-anchored ash and miasma storms; **most weather events are temporarily disabled** while it's retuned. - **The Shattered** — slight class rework, more customizability and choices. - **Ability visual effects** — upgraded VFX pass for most classes. ### Fixed - **Anosmiac immunity** now actually blocks debuffs at full stacks (Slowness, Wither, etc. were slipping through); the IMMUNE toast, debuff tracker, and journal now show the correct threshold.
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Sensory Abyss 1.1-1.21.1

1.1-1.21.1
3 июн. 2026 г.23Minecraft: 1.21.1neoforge
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Что нового
### Added - **Content warning screen** on startup — shown every launch, lists the mod's mature themes (will matter more on later releases) - **New ambient particle atmosphere** — separate mood, weather, hazard, cave, and biome particle layers.  - **Per-class mastery HUDs** — custom painted UI plates for each class. - **Early groundwork for a playable dream dimension** — first walkable nightmare scene *(currently test-access only)*. ### Reworked / Changed - **Flashlight** — rebuilt as a smooth screen-space beam that lights what's in front of you without washing out other light sources; works in 1st & 3rd person with instant on/off. - **Weather system** — rebuilt into a layered rain/wind/overlay engine with world-anchored ash and miasma storms; **most weather events are temporarily disabled** while it's retuned. - **The Shattered** — slight class rework, more customizability and choices. - **Ability visual effects** — upgraded VFX pass for most classes. ### Fixed - **Anosmiac immunity** now actually blocks debuffs at full stacks (Slowness, Wither, etc. were slipping through); the IMMUNE toast, debuff tracker, and journal now show the correct threshold.
release

Sensory Abyss 1.0-1.21.1

1.0-1.21.1
30 мая 2026 г.39Minecraft: 1.21.1neoforge
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Sensory Abyss 2.1-1.20.1

2.1-1.20.1
30 мая 2026 г.30Minecraft: 1.20.1forge
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