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Моды/Sensory Abyss
Sensory Abyss

Sensory Abyss

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

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Все версииSensory Abyss 2.3-1.21.1

Sensory Abyss 2.3-1.21.1

Release23.07.2026

Список изменений

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.

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sensoryabyss-2.3-1.21.1.jar(55.03 MiB)
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Release

Номер версии

2.3-1.21.1

Загрузчики

NeoForge

Версии игры

1.21.1

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29

Дата публикации

23.07.2026

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