ANOMALY — Don't Let It See You
DON'T LOOK BACK.
Something has entered your world. It does not always want to kill you.
Sometimes it watches. Sometimes it follows. Sometimes it waits.
ANOMALY is not a mob pack. Nothing here is "spawn a scary thing and let it
chase the player". It is a horror director: a system that decides *when* your
world should stop behaving normally, and how far to take it.
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What that actually means in game
- 155 anomaly beats, from a single knock on a wall to a full hunt, weighted
by context, fear, dimension, time of day and what you were just doing.
- Five silhouettes, five rules. The Watcher, the Crawler, the Tall Man, the
Face and the Shadow do not behave like mobs, and they do not all work the same
way. Each one obeys a rule you have to work out for yourself — the pack never
explains them.
- **Progression that changes what exists.** Early stages are sound and doubt only.
Later stages add observers, stalkers, hunters, and finally a world that is
actively unreliable.
- False alarms are the point. Some events are followed by nothing at all.
You are not supposed to learn that a strange noise means something is coming.
- Ten custom particle effects, twelve custom sounds, three fogs — no vanilla
particle or stock sound is reused, so none of it is something you have already
seen a thousand times.
- A guide book (given on first spawn) with difficulty presets — CALM, NORMAL,
NIGHTMARE, INSANE — individual controls for frequency, intensity, chases,
jumpscares, sound and darkness, and an anomaly log that fills in as you
encounter things. Entries stay deliberately vague: they are observations, not
documentation.
- Quiet is a feature. After something big, the world goes quiet on purpose.
The quiet has a duration, and the quiet is when the next thing lands.
Multiplayer
The horror is not always shared. One player hears footsteps behind them; the
others hear nothing. One sees a figure at the treeline; the others see an empty
field. And sometimes a few minutes later the other player gets something of
their own, so the group cannot agree on what happened.
This is built to be fair: private events never damage, never chase and never
hide information you need, and the system will not run while a real threat is
already on someone.
Performance
The add-on is written to run continuously in a normal survival world: event
selection happens on a one-second clock, everything else is bucketed and
budgeted, temporary entities all carry a lifetime, and every world change is
reverted afterwards. Nothing is scanned per tick that does not have to be.
First release
This is **v1.0.0**. The systems are complete and the pack has been verified
build-by-build, but balance and pacing are the kind of thing only play can tune.
If something is too quiet, too loud, too rare or too constant, say so — that
feedback is what v1.1 will be made of. Bug reports with the log line are gold.
Credits
Made By Aqua Axolotl Studios- Code, models, textures, particles and sounds: built for this project. The
assets are generated by the project's own scripts, so they are original to it.
- Fog definitions and the guide book icon reuse vanilla assets, which the game
already ships.
A note on the artwork
ANOMALY is a zero-budget project, and the pack icon was made with AI image
tools — commissioning art was simply not possible. It is a placeholder we are
happy to replace: if the add-on finds an audience, art is the first thing the
budget goes to. Everything else in the pack is built in-house.

