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Into oblivion

He thinks. He follows. He never stops. Into Oblivion adds a real Herobrine AI to Bedrock — smart stalking, dimension following, escalating fog, jumpscares, world corruption, and a death sequence that blacks your screen out. Requires Beta APIs · Bedrock

§4𝕀𝕟𝕥𝕠 𝕆𝕓𝕝𝕚𝕧𝕚𝕠𝕟 — v3.1-quick-fix

A Herobrine Horror Add-On for Minecraft Bedrock Edition

by matmath_asosocer


«"He was never supposed to exist. He has no name in any record. No origin. No purpose. But he found your world. And now he will never leave."»


Overview

Into Oblivion is a full psychological horror add-on for Minecraft Bedrock Edition. This is not a skin swap or a simple mob replacement. Herobrine in this add-on watches, learns, and escalates — and no matter where you go, the Overworld, the Nether, or the End — he will always find you.

This update replaces the old fixed-difficulty stalking system with a real tiered AI — the Awareness Ladder — built on actual gaze detection and line-of-sight, not loose timers. He remembers you across encounters, listens for the noise you make, and gets bolder only as real time passes, not just repeated visits.


Features

  • The Awareness Ladder — Four tiers of presence: Peripheral, Deliberate Distance, Encroaching, and Confrontation. Promotion and demotion are driven by real gaze-angle detection and line-of-sight raycasting — sustained eye contact genuinely pushes him back, looking away genuinely lets him close in.
  • 139 Stalking Behaviors — sorted across the tiers by how exposed and aggressive each one is, from distant rooftop watching to active ambush closing. Includes four modes that scan for real nearby windows, doors, trees, and gaps rather than picking arbitrary points.
  • Cross-Visit Memory — more encounters make him bolder: faster escalation, more resistance to being scared off, occasional fake retreats that snap back. Capped by real days survived, so a burst of testing on day one still plays cautious.
  • Sound & Location Awareness — breaking or placing blocks speeds up how fast he closes in even unseen; sneaking slows him down. He tracks which areas you return to often and sometimes waits there instead of at your current position.
  • Smart Positioning — actively avoids known light sources and prefers real cover when closing in.
  • Sanity System — no fixed difficulty to pick. His pacing and intensity — including how often he shows up and how long each encounter lasts — rise continuously with real in-game days survived, resetting on death.
  • The Shrine Ritual — build the right structure and gaze into it, and he answers: spawning at the shrine and taking full, inescapable control for an entire in-game day.
  • A Genuine Sighting — most events are misdirection, but rarely, he appears for real: directly in your line of sight, holding a full-body pose just to prove it, before vanishing.
  • Mimic Events — chests opening with nobody there, mobs all turning to stare at once, footsteps behind you. Illusion, and nothing to find.
  • He Talks Back — chat with him and he responds, echoes your words distorted, or references your actual visit count, habits, and history.
  • Multiplayer Aware — two players caught in an encounter near each other get a shared, synchronized moment.
  • Custom Fog System — three tiers of fog that respond to his phase.
  • Dimension Following — change dimensions and he follows. Every time.
  • World Corruption — netherrack pillars, obsidian rings, signs, and extinguished torches accumulate as encounters deepen — placed near you, never on top of you.
  • Fire Immune.

The Stalking System

Herobrine does not chase you. He studies you.

His AI tracks your position history, movement direction, whether you're running or still, whether you're making noise, your depth underground, the time of day, and which dimension you're in. All of it feeds into which tier he's in and which behavior he picks within it.

Mode Examples

Mode Behavior
Oblivion Stare Teleports directly into your line of sight — vanishes the moment you look at him
Void Pull Slowly closes distance from 22 blocks to 6 over the entire visit
Fog Ghost Weaves through your field of view in a sine-wave pattern, always close, never catchable
Frozen Silhouette Stands completely still at the edge of your peripheral vision
Death Stare Locks position and holds unbroken eye contact without moving
Shadow Blink Teleports to your flanks every few seconds instead of walking
Window Stare Finds an actual nearby window and watches through the glass from the far side
Door Stare Finds an actual nearby door and holds position just behind it
Tree Stare Tucks in behind a real nearby trunk, peering around it
Gap Stare Wedges into an actual narrow gap between solid blocks nearby
Predator Circle Orbits you tightly, always in your peripheral vision
Hunger Approach Closes distance relentlessly as visit count increases

Mode selection is weighted by context and by tier. Underground he favors close, claustrophobic modes. At night he favors silhouette and stare modes. While you're unseen and idle he creeps closer; while you're sprinting and breaking blocks he closes in faster still.


The Event System

While he's present, atmospheric and world events fire from a large weighted pool that scales continuously with your sanity level rather than a fixed tier list — the longer you survive, the more often and more intensely they fire.

Category Examples
Ambient Footsteps, breathing, distant cave sounds, wrong-direction mob noises
World Edits Torches extinguished, corrupted signs, obsidian rings, netherrack corruption
Mimic Events A chest opening alone, mobs all turning to stare, footsteps behind you — all illusion
Structures Pyramids, ritual rings, wooden crosses, altars — placed on real ground nearby as encounters deepen
Rare Events A genuine full-body sighting, the shrine ritual, and the endgame sequence

Nothing destroys your inventory or kills you through events.


Sanity System

There's no difficulty pack to choose in settings. Instead, his presence, pacing, and intensity all rise on their own the longer you survive real in-game days without dying.

Sanity Level What Changes
Fresh (day 0) First appearance takes longer, encounters are shorter (2–4 min), and the gap between them is long (8–15 min)
Rising (days 1–4) Ambient events, structure spawns, encounter frequency, and stalking boldness all scale up continuously
Unraveled (day 5+) Encounters run longer (up to 5–9 min) and return quickly (3–6 min apart), with maximum pacing across every system
On death Resets back to fresh — the dread you built up starts over

Custom Fog System

Fog Visibility Trigger
fog_stalk 44 blocks Active while he's present and stalking
fog_enraged 12 blocks Active when he's struck
fog_clear Default Clears on death, respawn, or encounter end

Installation

  1. Download the add-on file.

    Depending on your browser or device, the file may download as a ".zip" archive instead of ".mcaddon".

  2. If the file downloaded as ".zip", rename it to ".mcaddon".

Example:

into_oblivion.zip → into_oblivion.mcaddon

  1. Open the ".mcaddon" file — both packs install automatically.

  2. Activate both packs in your world settings.

  3. Go to World Settings → Experiments and enable Beta APIs.

  4. Set difficulty to Normal or Hard.

  5. Enter the world — give it a few days.

Manual summon: "/summon herobrine:herobrine"


Requirements

Platform Minecraft Bedrock Edition 1.21.0+
Experiments Beta APIs must be enabled
Difficulty Normal or Hard
Multiplayer Fully supported

FAQ

He's not spawning. Make sure Beta APIs are enabled and difficulty is Normal or Hard. Natural spawning is disabled — he only appears through the scripted encounter system, and the first appearance is intentionally delayed a few minutes after joining.

He stopped moving. Intentional. Many stalking modes keep him completely still. Check your peripheral vision and behind you.

The fog won't clear. Fog clears on respawn or when the encounter ends. It will lift on its own.

Chat isn't responding. Some responses are survival-only; a couple of utility commands work in any mode. He also won't always respond during quiet periods between encounters — that's deliberate pacing.

It feels too intense too early, or not intense enough. This is expected — encounters are short and infrequent on day 0 by design, and build up gradually over real in-game days. If it still feels miscalibrated after several days, reach out with specifics.

Can I use this in a video or on my server? Yes. Credit matmath_asosocer and link back to this page.


Credits

Created entirely by matmath_asosocer. Original Herobrine texture and model from the pamobile asset. All scripting, AI, fog design, and mcfunction authoring by matmath_asosocer.


He is already in your world. He has been here this whole time.



📋 Changelog


v3.1 — Pacing Rebalance (Current)

«He was showing up too often, and staying too long. Fixed by tying pacing to the sanity system instead of a flat schedule.»

  • First appearance after joining pushed back from a flat 2 minutes to 4 minutes
  • Encounter length now scales with sanity — 2–4 minutes when fresh, ramping up to 5–9 minutes only once sanity is unraveled, instead of always running 5–9 minutes regardless of how early it was
  • Cooldown between encounters now scales with sanity — 8–15 minutes apart when fresh, tightening to 3–6 minutes once sanity is unraveled, replacing the old flat visit-count-based schedule

v3 — The Awareness Ladder Rewrite

«The old fixed-difficulty system is gone. Everything was rebuilt around real detection.»

New — AI Overhaul

  • Replaced the flat, weighted-random mode picker with a real tiered system (the Awareness Ladder) — distance bands, actual gaze-angle detection, and line-of-sight raycasting govern promotion and demotion instead of loose timers
  • 139 stalking modes, sorted into tiers by exposure and aggression rather than picked from one flat pool
  • Added 4 new environment-aware modes: Window Stare, Door Stare, Tree Stare, and Gap Stare — these scan for actual nearby features instead of arbitrary points
  • Added cross-visit memory — more encounters make him bolder, capped by real days survived rather than visit count alone
  • Added unpredictability — fake retreats that snap back, occasional bold leaps, and a chance he holds his ground instead of retreating from a stare
  • Added sound-based awareness — breaking or placing blocks speeds up his approach even unseen
  • Added location memory and smart positioning — tracks frequently-visited areas and prefers real cover/darkness when closing in

New — Sanity System (replaces the old difficulty subpacks entirely)

  • Removed the 3 fixed difficulty presets in favor of a continuous ramp tied to real in-game days survived
  • Pacing for ambient events, structures, and stalking boldness now scale together instead of being locked to a chosen preset
  • Resets on death

New — The Shrine Ritual

  • Completing the shrine structure and gazing into it summons him directly at it
  • Grants a full in-game day of forced maximum intensity — no retreating from stares, no backing off when approached
  • Ends on its own terms

New — Events

  • Added 12 mimic events — illusions of ordinary things with nothing actually there
  • Added a genuine full-body sighting event as the counterpart — he actually appears and holds the pose

New — Chat System

  • Added data-driven responses — he can reference your actual visit count, sanity level, habits, and history
  • Added a mercy command to end an encounter early, and a way to check your current sanity state
  • Fixed several reliability issues that made chat responses feel inconsistent

Bug Fixes

  • Fixed a script crash caused by subscribing to world events too early in Minecraft's startup sequence
  • Fixed an invalid Molang query in the hurt animation controller that silently broke the hit-reaction animation
  • Fixed structures and signs spawning directly on top of his own position, which could entomb or ignite him on placement
  • Fixed roughly 15 mcfunction commands using Java Edition block IDs that don't match Bedrock's technical names, plus several command-syntax bugs
  • Found and disabled two native engine-level timers that were running independent of and in conflict with the entire scripted AI
  • Fixed duplicate effects firing simultaneously on hit and death
  • Fixed several ambience systems all becoming eligible the instant a world loads, causing a burst of activity at spawn instead of natural pacing
  • Fixed sanity permanently stuck at 0% for players already in the world when the script loaded

Polish

  • Added fire immunity
  • Removed oversized center-screen horror titles in favor of subtler on-screen text
  • Balanced down effect intensity (camera shake, darkness) across the board
  • Added multiplayer awareness for shared encounter moments
  • Added a branded intro sequence on join

v1.1 — Bug Fix Update

  • Fixed balanced spawn rules
  • Added structure spawning (pyramids, ritual rings, wooden crosses, glowstone figures)
  • Herobrine can now properly despawn at visit end
  • Minor stability fixes

v1.0 — Initial Release

  • First public release of Into Oblivion
  • Basic Herobrine stalking AI
  • Custom fog system
  • Dimension following
  • World corruption events
  • Knocker sound events

Created by matmath_asosocer · Minecraft Bedrock Edition 1.21.0+

The Into oblivion Team

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