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 1.0.6.3

  • R
  • Mar 26, 2026
  • 4.62 MB
  • 38
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.0.6.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7818426"
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Echo Of The Void - Changelog v1.0.6.3

Date: 2026-03-26

Event Pacing & Ambient Audio

Ambient/paranoia sound events were too frequent

  • Increased ambient event cooldown baseline across profiles.
  • Reduced ambient trigger chance to avoid repetitive low-impact spam.
  • Increased explicit cooldowns for light audio events:
    • false_container_open
    • bucket_drip
    • furnace_breath
    • lever_answer
    • pressure_plate_reply
    • campfire_cough
    • tool_answer

Tool Answer (3x mining reply sound) pacing

  • Increased tool_answer manual/event cooldown to reduce repetition.
  • Event remains functional, but now appears less aggressively in normal play.

Weather System Fixes

Weather not triggering naturally

  • Fixed weather timer sanitization logic that could repeatedly postpone expired checks.
  • Expired nextCheck and cooldown are now treated as immediately eligible instead of being pushed forward again.
  • This restores natural weather triggering behavior closer to intended impact.

Specials Balancing

Requested spawn distribution tuning

  • Increased practical scheduler presence for:
    • Follower?
    • Stalker?
    • Attacker?
  • Reduced practical scheduler presence for:
    • Pulse?

This was done with combined weight/cooldown tuning in the shared special scheduler.

Pulse? Fixes

Spawn distance

  • Natural Pulse? spawns were moved farther from the player.
  • Updated distance windows and fallback ranges to reduce close surprise spawns.

Frequency reduction

  • Reduced Pulse? weighted selection in special pools.
  • Increased Pulse? per-entity cooldown.
  • Removed Pulse? from close/guaranteed fallback special spawns.
  • Special pool trigger path for pulse now uses far spawn logic (no forced close-first roll).

Follower? Behavior Fix

Attack-state sink bug

  • Fixed case where Follower? could sink into the ground after being hit while in attack mode.
  • Player hits no longer force sink transition during active attack behavior.

Watcher? Behavior Fix

Direct-look flee reliability (including close range)

  • Improved direct-look detection so Watcher flee triggers reliably even when very close.
  • Relaxed overly strict look dot threshold and improved eye-vector target computation.