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Unearthed Echoes

Excavate the ruins of a world that came before. Structures with hidden loot and guardians, plus thirst, temperature and a full atmosphere overhaul.
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MCPEDL

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Description

Unearthed Echoes - Ruins, Relics, and the World That Came Before

Something was here before you. Seven kinds of ruin generate across your world - a lantern-topped cairn, a hearth gone cold, a keep swallowed by the hillside, each holding what a traveller left behind and, sometimes, what came for them. Unearthed Echoes pairs hand-built structures and buried loot with thirst, temperature, and a full atmospheric overhaul.


THE RUINS

Seven hand-built structures generate naturally across the Overworld. They never appear closer than 128 blocks apart, and two ruins of the same kind never sit side by side — every site is sited on genuinely level ground, so nothing floats and nothing gouges a crater into a hillside.

  • Lantern Cairn - a small mossy waymarker crowned with a copper lantern. Someone put it here to be found
  • Ashen Hearth - a collapsed shelter built around a fire that went out a very long time ago
  • Sunken Bastion - a keep the hillside has almost finished swallowing. Still garrisoned. Bring something sharp
  • Vigil Spire - a watchtower with an oxidised copper roof, and new tenants who did not build it
  • Forsaken Belfry - a tall, slender tower. Most of its barrels have been empty for centuries
  • Verdant Steps - a garden terrace the forest quietly took back
  • Wayfarer's End - someone's last camp. The anvil is still standing. They are not

WHAT LIES INSIDE

  • Hand-placed containers - chests and barrels sit where they were left, not where a loot table put them
  • Not every container is a prize - most of what you find is genuinely empty. The ones that matter reward looking properly
  • Three loot tiers - bones, flint and raw copper at the bottom; iron, amethyst and lapis in the middle; gold, emeralds and the occasional diamond at the top
  • Weapons, tools and armour in the larger ruins - all of it worn. Nothing you pull out of a two-hundred-year-old chest is in good condition
  • Canteens and purified water, which matter more than they sound
  • A ruin gives up its loot once. Clear it and it stays cleared

GUARDED RUINS

Not every ruin is empty. The Sunken Bastion still has its garrison, and something has moved into the Vigil Spire.

  • Defenders appear as you approach - no dark room required, no spawner to break
  • Each site has a finite garrison. Fight through it and the ruin is yours for good
  • Guards wear scavenged echobronze - mismatched, worn, clearly looted from somewhere else

ECHOBRONZE

A full material tier recovered from the ruins rather than mined fresh.

  • Echobronze Ingot - the base material
  • Sword, Pickaxe, Axe, Shovel and Hoe
  • Helmet, Chestplate, Leggings and Boots
  • Sits between iron and diamond in feel - earned by exploring, not by digging

THIRST & TEMPERATURE

Two survival systems that change how you plan a journey.

  • Thirst - water is a resource. Drinking from a river keeps you alive but it is not clean
  • Canteens - carry water with you; purify it first if you would rather not gamble
  • Temperature - snowy biomes will kill you if you are not dressed for them, and deserts have the opposite problem
  • Armour actually matters - leather is the warmest thing in the game here, because metal conducts heat straight out of you. Netherite is the exception. Full diamond will keep you alive in snow, but not comfortable
  • Fire, campfires and shelter all help. So does not standing in a blizzard

BLOCK & ENTITY DETAILS

  • Look-at tooltips - name, required tool and whether a block is farmable, shown for whatever you are aiming at
  • Mob health bars - names and health above nearby creatures
  • Death corpse - your items stay where you fell, inside a corpse you can open. No coordinates are handed to you. Remember where you died

  • Backpacks - extra storage you can carry, place down, and come back to

THE WORLD AROUND YOU

The ruins sit inside a world that feels lived-in.

  • Falling leaves for spruce, acacia, jungle, mangrove and pale oak — plus cherry petals and drifting leaf litter
  • Butterflies, fireflies and birds, each tied to the biomes they belong in
  • Footprints on snow, sand, mud, grass and stone
  • Immersive rain, blizzards, sandstorms and snow flurries, with layered storm audio
  • Atmospheric and ground fog that shifts with the biome around you
  • Northern lights, shooting stars, meteor showers and rainbows
  • Dynamic torch, lantern and furnace glow
  • Ambient soundscapes with pitch variation, so nothing loops audibly

SETTINGS & GUIDE

Two books are handed to you the first time you join.

  • The Guide - a plain-text field guide to the ruins, the loot, the survival systems and the settings
  • The Settings Book - toggle the visual layers on and off: Particles, Weather & Fog, and Sky, plus a reset. Core systems stay on
  • Vibrant Visuals mode - turn this on if you play with Bedrock's Vibrant Visuals lighting. The pack hands its fog over to the biome fog and switches heavier sky effects to lighter versions

STILL IN DEVELOPMENT

This add-on is not finished, and I would rather say so than pretend otherwise.

The ruins, loot, guards, gear and survival systems all work. What is still to come is the part the name is about - relics to recover, excavation to recover them with, and the ghostly echoes that replay the moment each one was lost.

What is here now is the world those things will live inside. Expect changes between versions, and please tell me what breaks.


COMPATIBILITY

  • Requires Minecraft Bedrock 26.1 or newer
  • Works in survival, creative and adventure worlds
  • Script-driven - the player entity is never overridden, so it plays well with other add-ons
  • Behaviour pack and resource pack are both required

CONNECT

YouTube | Discord


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