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 1.0.2

  • R
  • Mar 10, 2026
  • 3.65 MB
  • 12
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.0.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7738872"
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Echo Of The Void - Changelog v1.0.1

Date: 2026-03-10

Gameplay / Balance Fixes

1) Vanilla Music / Ambience

  • Stabilized early-game audio logic:
    • clears lingering silence states in Phase 1 (deafness / void_silence) to avoid inconsistent cutoffs.
  • Intentional music suppression remains active in Phase 2+ with no unintended impact expected in Phase 1.

2) Blackout (Progression)

  • Blackout is no longer selected by the auto-event pool in Phase 2.
  • Automatic Blackout now starts in Phase 3 (dramatic impact preserved).
  • Internal fallbacks were updated to prevent too-early blackouts.
  • Thunder Stroboscopic no longer triggers Blackout before Phase 3.
  • The Don't turn around trap no longer chains into blackout at low phases (falls back to Flash Error before P3).

3) Early Game: More Event Variety

  • Rebalanced Phase 1 auto-event pool:
    • added lighter variety (flash_red, false_fall, context-based base_replay, and underground ghost_miner / cave_collapse).
  • Reduced dependence on the footsteps + corrupt_message pair in early gameplay.

4) Footsteps Too Repetitive

  • Lowered base weight for footsteps in automatic rolls.
  • Reduced profile multiplier for footsteps.
  • Significantly increased footsteps-specific cooldown (less spam, stronger impact).

5) Ash Weather

  • Removed the annoying rain_ash sound.
  • Visual/atmospheric ash effect remains, without the problematic audio loop.

6) Specials: Perception Reliability

  • Adjusted Special pacing:
    • reduced global cooldowns,
    • increased trigger chances.
  • Added a close-range spawn fallback when a Special roll succeeds but all candidate spawns fail (improves real in-game perception).

7) ArmorBreak

  • ArmorBreak now checks that at least one armor piece is equipped.
  • If no armor is worn, the event will not trigger.

8) Debug Tool for Random Special Spawns

  • New command:
    • /uncanny debugSpecialRoll [target]
  • This command forces a roll through the real random Special system pipeline, instead of spawning a fixed entity.
  • Detailed text feedback is returned for QA (success/failure + phase/profile/danger context).

9) Bed Event

  • Bed disturbance event (There is something in your bed) now spawns the entity at/around the clicked bed location instead of falling back to the player position.