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Hello, me. Reborn

A horror mod where the ghost is you. It has been watching how you play - and now it hunts you.
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Hello, me. Reborn 1.0.2

File namehellome-1.0.2.jar
Uploader
HibrownsonHibrownson
Uploaded
Nov 1, 2026
Downloads
33
Size
811.1 KB
Mod Loaders
Forge
File ID
9396958
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hello-me-1765384:9396958")

Learn more about Curse Maven

What's new

1.0.2 - Hello, me. Reborn (2026-11-01)

A rework: your past self no longer replays your day from far away - it hunts you.

Update the server and every player together: 1.0.2 and 1.0.0 do not connect to each other. A 1.0.0 world carries on; each player is asked the new question once.

Let it in

  • Every world now asks each player once: Let it in or Not this world. Kept out, it stays silent for you there. Let in, it can take things from that world and hurt you - later even kill you, in hardcore too.
  • New server settings: director.contract answers for everyone; walker.strikes, walker.takes and walker.enabled switch its harm off; reclaim.hardcoreAfterlife and reclaim.lastChances change the endings.

How it hunts you

  • Your own past walks your way a few minutes behind you, never seen. Stay put too long and your own footsteps come up behind you - what you do then decides whether it strikes. From stage 2 it takes what is in your hand.
  • From stage 2 it can lunge at you from where you cannot see it. From stage 3, turning round is not always enough.
  • The night is its time: it hunts more, warns you later, and may not stop at all. Rain hides its steps.
  • Building up is no escape: it climbs after you.
  • Light weakens it - and never saves you on its own.
  • Fight it, and you fight yourself: you feel every blow you land.
  • Before it comes, sometimes, a song plays where no song should be.
  • Staying in at night is not safe any more: it knows the way to your door. And it keeps your hours.

How it plays you

  • No more replays of your chores: you stand where you once stood, still - until you look. From stage 3 your whole body turns on you, only while you watch.
  • Your face, warped: a grey statue of you at first, then your own face gone wrong, worse each stage - and in the dark, other eyes. Now and then, from stage 3, your own face in F5 is not yours.
  • It uses what you cannot see: it peeks from cover, waits in the dark corner of your room, stands behind your open menu - and the little you in your inventory looks at it.
  • Your chest: you are already standing at it. From stage 2, something is missing.
  • The world notices it before you do: animals stare at an empty spot, your own pets growl, the music waits.
  • Your words come back where you said them; your own sounds come back too, a moment late, behind you.
  • It takes your world a little at a time: your light at night, a door left open, your bed. Things you placed come back where they stood. It digs toward you - and now and then through.
  • It remembers where you died. After the nightmare, look far off.

How often

  • It begins: about ten minutes into a new world the music stops - and from then on it can come for you. The first signs now come within minutes, not after 15-20.
  • It comes in hauntings: when the music dies, it has come, and it stays a while; then a quiet that is never silent.
  • Each stage turns it up: more often, nearer, harder. When you have seen nothing for a while, the next figure may stand closer, in dimmer light, rather than not come at all.

Endings

  • The end comes when its hunt finally catches you, not on a clock. Dying in the climax no longer starts it over.
  • Death is not the end. Lose to it often enough and it keeps your place - you come back as it. Win, and it may fall as you.
  • In the last fight every blow strips a piece of you off it.
  • Hardcore: die late in the story, and it plays on as you.

With friends

  • Your friends hear its steps behind you - and can watch your back.
  • A friend far away stands where they once stood, instead of walking their old way.

Safety and fixes

  • A threat means a threat now: a mob after you, or close and in sight - not any mob within 16 blocks behind the rock. A threat pauses its hunt; it backs off while you fight.
  • Its blows never push you off a ledge or into lava or fire; what it gives back never despawns or burns.
  • Figures never pop in or out in plain view. No sound twice from the same door or wall within minutes.
  • The wrong eyes catch the light at night; losing to your copy again is short; the climax's break out of your shape is smooth; an axe in the nightmare chops.
  • Saving your trail costs the server a fraction of the time, and now works on hosts whose disks cannot move a file in one step (nothing of it was saved there before).
  • Privacy: your saved chat lines now also keep where and when you said them, and hellome/let-in.txt in the game folder names the worlds you let it into. Nothing outside the game folder.
  • For server owners: /hm heat, /hm walker, /hm contract, /hm ending.

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