Echo of the Void

A survival horror experience shaped by community feedback, combining uncanny creature variants, reality-breaking events, and oppressive audio with a true objective: assemble the altar and overcome the presence consuming your world.

File Details

Echo of the Void - Version 1.0.0

  • R
  • Mar 10, 2026
  • 3.64 MB
  • 11
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.0.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7736334"
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Echo of the Void — Release Changelog

Initial Release

Welcome to the first public release of Echo of the Void.

This version introduces the full foundation of the mod: global corruption phases, uncanny creature variants, paranoia events, weather corruption, lore progression, structures, endgame items, and the systems needed to turn survival into a true horror experience.


Core Features

Phase-Based Corruption System

  • Added a full global corruption system with Phase 1 to Phase 4, plus a purged/disabled state
  • Corruption now progresses over time and escalates naturally as the world becomes more hostile
  • Deaths now accelerate corruption progression
  • Added phase-based replacement rates for uncanny entities:
    • Phase 1: 1%
    • Phase 2: 20%
    • Phase 3: 60%
    • Phase 4: 100%
  • Added support for phase locking and purging through the altar
  • Added corrupted/glitched style messaging for late-game phase feedback

Persistent World State

  • Added full saved world data for:
    • corruption phase and progress
    • purge and lock state
    • event cooldowns
    • active weather corruption
    • base tracking and player-related threat data
    • lore progression
    • structure tracking
    • persistent debug settings

Uncanny Creatures

Hostile Uncanny Variants

Added a large roster of uncanny hostile creatures, including:

  • Zombie?
  • Husk?
  • Drowned?
  • Zombie Villager?
  • Skeleton?
  • Stray?
  • Creeper?
  • Spider?
  • Spiderling?
  • Enderman?
  • Endermite?
  • Ghast?
  • Phantom?
  • Iron Golem?
  • Pillager?
  • Vindicator?
  • Evoker?
  • Ravager?
  • Blaze?
  • Wither Skeleton?
  • Piglin Brute?
  • Hoglin?
  • Slime?
  • Magma Cube?

Special Entities

Added custom special threats with their own behavior and encounter logic:

  • Mimic
  • Watcher?
  • Attacker?
  • Hurler?
  • Shadow?
  • Knocker?
  • Presence?
  • Terror?

Behavior and AI Reworks

  • Added silent and uncanny behavior packs for core creatures
  • Added expanded raid and Nether enemy reworks
  • Added variant systems for major hostile families, including:
    • Zombie?
    • Skeleton?
    • Creeper?
    • Spider?
    • Enderman?
  • Added phase-weighted hostile variant rollout
  • Added debug support for hostile variants

Passive Uncanny Variants

Added passive uncanny systems for many vanilla creatures, each with multiple variant behaviors.

Covered species

  • Chicken?
  • Pig?
  • Cow?
  • Sheep?
  • Wolf?
  • Cat?
  • Fox?
  • Squid?
  • Cod?
  • Salmon?
  • Parrot?
  • Llama?
  • Villager?
  • Wandering Trader?

Passive variant systems include

  • fake death behavior
  • false eggs
  • displaced or misleading sounds
  • fake trade and mimic-like interactions
  • aquatic ambush behavior
  • cat-specific revive and sensing mechanics

Paranoia and Horror Events

Added a full event scheduler with phase-aware weighting, danger scaling, intensity profiles, global cooldowns, and per-event cooldowns.

Main event pool

  • blackout
  • footsteps
  • flash
  • baseReplay
  • bell
  • flashRed
  • voidSilence
  • falseFall
  • ghostMiner
  • caveCollapse
  • falseInjury
  • forceDrop
  • corruptMessage
  • bed
  • asphyxia
  • armorBreak
  • aquaticSteps
  • doorInversion
  • phantomHarvest
  • livingOre
  • projectedShadow
  • giantSun
  • hunterFog

Variant-enabled event families

Several events now support multiple variants for better unpredictability and replay value, including:

  • footsteps
  • asphyxia
  • armor break
  • aquatic steps
  • door inversion
  • phantom harvest
  • living ore
  • projected shadow

Mimic Event System

  • Added a full base-return Mimic event
  • Uses bed-based base detection with fallback handling
  • Includes cooldowns, blocking conditions, appearance logic, equipment copying, and targeting behavior

Special Encounter Orchestration

  • Added dedicated weighted spawn logic for special entities
  • Improved spawn rules for placement, water checks, Y-level handling, air checks, and base-only encounters where needed

Weather Corruption

Added a full weather corruption system with synced global atmospheric changes.

Rain corruption

  • rain_silent
  • rain_dry_storm
  • rain_ash
  • rain_sobbing

Thunder corruption

  • thunder_silent
  • thunder_artificial
  • thunder_target_strike
  • thunder_stroboscopic

Fog corruption

  • fog_breathing
  • fog_black
  • fog_static_wall

Sky corruption

  • sky_fake_morning
  • sky_empty
  • sky_pressure

Additional changes:

  • Expanded weather durations into longer atmospheric windows
  • Synced corrupted weather across multiplayer sessions

Atmosphere and Visual Horror

True Darkness

  • Added progressive darkness tied to corruption phases
  • Added full Phase 4 true darkness
  • Added fog behavior linked to weather and event tags
  • Added movement-reactive Hunter Fog
  • Added custom giant sun rendering in the world sky pipeline
  • Suppressed vanilla music in later phases for better atmosphere control

Structures and World Features

Added a procedural structure and feature system with rarity and progression awareness.

Core structures

  • anechoic_cube
  • mimic_shelter
  • glitched_shelter
  • patterned_grove
  • barren_grid
  • false_descent
  • false_ascent
  • isolation_cube

Spiral and vertical structures

  • Added mathematical clockwise generation patterns
  • Corrected stair orientation
  • Improved vertical traversal and headroom
  • Added ascent and descent variants

Secret house system

  • Added black-door integration to eligible structures
  • Added attached secret house generation
  • Added dedicated house-forced testing variants

Locate support

  • Added support for locating uncanny structures through custom markers

Lore and Secret Progression

Lore Tomes

  • Added 6 full lore volumes
  • Added progression tracking so players receive missing tomes first
  • Prevented lore duplicates through per-player tracking
  • Added a custom readable lore item:
    • Uncanny Lore Piece
  • Added custom icon and direct open behavior for lore items

Secret Chest System

  • Added curated junk loot to secret house chests
  • Added lore roll logic on secret chest interaction
  • Once all tomes are collected, secret chests can instead generate a renamed "Behind you" book and trigger Terror?
  • Added debug logging for secret chest and lore systems

Endgame Foundation

Added the first full endgame item and block foundation for progression.

Items

  • Uncanny Reality Shard
  • Uncanny Reality Shard Piece
  • Reality Cube
  • Uncanny Lore Piece

Blocks

  • Uncanny Altar
  • Uncanny Egg
  • Uncanny Black Web
  • Void Door

Recipes

  • 9 shard pieces -> 1 shard
  • Reality Cube recipe added
  • Uncanny Altar recipe added

Altar Features

  • Added altar interface
  • Added phase lock buttons
  • Added purge action with confirmation
  • Added corruption restart confirmation flow after purge

Commands and Debug Tools

Added a large command and testing suite under:

/uncanny

System commands

  • setPhase
  • addPhaseProgress
  • setEventProfile
  • setDangerLevel
  • setDebugLogs

Spawn and test commands

  • spawnUncanny
  • spawnWatcher
  • spawnShadow
  • spawnHurler
  • spawnStalker
  • spawnAttacker
  • spawnKnocker
  • spawnPulse
  • triggerEnderman
  • forceMimic
  • debugMimic
  • debugEvents
  • forcePassive
  • forceFoxCry
  • giveAllTomes

Event and weather commands

  • /uncanny event <...>
  • /uncanny eventVariant <event> <variant>
  • /uncanny weather trigger <id>
  • /uncanny weather stop

Structure location support

  • /locate structure uncanny <feature>

Developer QA Menu

Added a full in-game QA and testing menu via:

/uncanny devmenu

Includes

  • Entity testing
  • Event testing
  • Weather testing
  • Structure testing

QA state colors

  • Gray — untested
  • Orange — session review
  • Green — validated

Persistent QA tracking

  • Added persistent QA state file in config

Audio Systems

  • Added placeholder and future-ready custom sound registry support
  • Prepared sound references for future custom audio assets
  • Added support for:
    • displaced sound sources
    • near-head sound playback
    • selective sound muting
    • persistent sound behavior for specific effects

Networking and Multiplayer

  • Added dedicated sync for:
    • phase state
    • paranoia effects and flags
    • weather state and tags
    • dev menu state and actions
    • directed effect packets
  • Added world-global synchronization for phase and weather systems
  • Added persistent profile and danger settings
  • Added world-side and config-side debug persistence

Stability, Fixes, and Technical Improvements

Major fixes

  • Fixed invalid mod jar packaging issues
  • Fixed startup soft-lock / hang caused by unsafe random usage during spawn finalization
  • Added fallback handling for missing placeholder sounds
  • Fixed special spawns failing in edge placement cases
  • Fixed lore chest roll lock caused by tick arithmetic overflow
  • Fixed custom lore item opening behavior
  • Cleaned up debug command alias issues
  • Improved invalid spawn safety for boats, water, air checks, and base contexts
  • Fixed multiple entity AI regressions during tuning
  • Fixed spiral structure orientation and headroom issues
  • Fixed ascent/descent structure alignment problems
  • Fixed black texture and custom asset pathing issues

Content Scope Summary

This first release already includes:

  • a full global corruption system
  • uncanny hostile and passive creature ecosystems
  • special paranoia-driven entities
  • a large event framework with multiple variants
  • weather corruption and advanced atmosphere systems
  • true darkness and custom rendering effects
  • procedural structures and secret lore progression
  • altar and cube progression foundations
  • extensive debug and QA tooling
  • singleplayer and dedicated server support

Current Language Support

  • EN only in this build

More content, balancing, polish, and future audio updates will come in later versions.