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 1.1.1

  • R
  • Apr 4, 2026
  • 2.23 MB
  • 148
  • 1.21.1
  • NeoForge

File Name

echoofthevoid-1.1.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:echo-of-the-void-1482277:7875564"
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Echo Of The Void - Changelog v1.1.1

Date: 2026-04-04

Added / Balanced: Gameplay pacing pass (phase gates, weather, rarity)

  • Weather events are now phase-gated to Phase 2+.

  • Added anti-repeat weather selection: the same weather event is no longer selected twice in a row unless no valid alternative exists.

  • Increased spacing/cooldowns between weather events for a less spammy pacing.

  • Rain-family mod sounds are now rain-biome aware:

    • in biomes without rain (including snow precipitation), rain-like weather audio is blocked.
  • Reduced intensity/frequency for weather loops that were too aggressive (including creak/tinnitus-style loops and false-rain loudness pressure).

  • Reduced frequency of whisper/psss rain-side sounds.

  • Bell mob-wave behavior is now restricted to Phase 2+ and remains very rare in phases 2 and 3.

  • Specials are now constrained to Phase 2+ auto-spawn flow (with the dedicated first-night watcher exception below).

  • Specials were further tuned to be significantly rarer overall.

  • Specials are blocked when player context is invalid for spawn (including water-related invalid contexts already enforced in runtime checks).

  • Attacker? (stalker channel) was made rarer and receives stronger cooldown pressure.

  • Triple block-break echo events (tool-answer style) were made much rarer.

  • Furnace psss event was made much rarer, less frequent, and quieter.

  • Small ambient/noise events were slightly reduced globally.

  • Bed disturbance (There is something in your bed.) now has click debounce between attempts to prevent right-click spam from instantly consuming the sequence.

  • Added a first-night guarantee policy for Watcher?:

    • one guaranteed watcher appearance at first-night start window per player.
  • Grand Warden automatic start policy now includes strict pacing gates:

    • event roll/start is constrained to Phase 4,
    • spawn warning delay is applied after the first warning line to avoid instant panic/instant trigger windows.
  • Ghost Weaver cobweb cadence is now randomized to 5-8 seconds.

Fixed: Grand Warden sound hunt flow

  • Sound investigation now starts from recent captured audible events and uses the real sound position, including projectile impact locations.
  • Enforced strict investigation order:
    • travel to source,
    • local sweep around the source,
    • sniff on-site,
    • target decision,
    • roar/aggro only after sniff when a valid local target exists.
  • Removed bypass paths that could lead to pre-sniff roar or aggro.
  • If no valid target is found after sniff, the sound investigation now clears cleanly and the Warden returns to normal search behavior.

Improved: Sound-combat handling and recovery

  • Added a dedicated sound-combat flow for both players and non-player living entities selected near the sound source.
  • After kill, target loss, or invalid target, the Warden exits sound-combat and resumes normal investigation/search instead of forcing event end.
  • Kept movement-trigger aggro behavior unchanged (unsneak movement trigger remains as before).

Improved: Grand Event freeze coverage

  • During Grand Warden event runtime, freeze behavior is applied to non-player mobs in the event zone, with state restoration at event end.

Debug / observability

  • Added and refined debug traces for:
    • sound source capture,
    • sound probe phases,
    • local sweep progress,
    • sniff fire,
    • post-sniff target selection,
    • escalation/clear reasons.