Description
Nightmare
The sun has set for the last time.
Most monsters want to kill you. The Shadow wants you to know it's coming first.
Nightmare isn't a difficulty slider or a horde of tougher zombies — it's a single, deliberate act of dread you bring on yourself. Speak the words, /nightmare enable, and the world changes. The sun sinks below the horizon and never rises again. The clock locks at midnight. Every cow, creeper, and wandering trader simply ceases to exist, plucked from the world as if the dark inhaled. The overworld goes silent.
And then, just past the reach of your torchlight, two cold eyes open in the dark — and begin to watch.
Version 2.1.4 · Minecraft 1.21.1 · NeoForge · Requires Java 21
The Shadow
It is not a creature you fight. It is a presence that hunts you — patient, intelligent, and fixated on you specifically.
It won't charge across an open field. It stalks: pacing the dark at the edge of your vision, freezing to stare the instant you turn, dissolving the moment you look at it head-on. A true behavioural mind drives it through distinct states you can feel — Stalking (watching, waiting, its glowing eyes the only tell), Hunting (killing your lights, closing in), Attacking (striking from your blind spot in the dark), Ambushing (hiding ahead of your path), Retreating (fleeing to heal), and Baiting (faking a retreat to lower your guard, then coming back hard).
What it can do:
- Fears the light — respects yours. Torches and lanterns keep it at bay; it won't push into lit ground.
- Can't be cheesed. Immune to fire, lava, drowning, poison, wither, and arrows. Melee in the dark, or nothing.
- Goes where you go. Breaks doors, opens trapdoors, climbs, teleports to cut off escape.
- Violates your safe places. Snuffs your torches, steals from your chests while you're away, appears at your bedside when you sleep, and can drag you bodily into a pitch-black cave far underground.
- Remembers every death. Each Shadow you slay returns stronger the next time you dare enable the Nightmare — capped so it stays beatable, barely.
The Encounter
When the Shadow finally commits to the hunt, a dark boss bar rises across your screen and the world dims — its true, swollen health laid bare. There's no bar while it merely watches; it only appears when it means to end you. Beat it and dawn breaks. Fail and the server simply learns you were consumed by the Shadow.
Slay it and it leaves something behind: Void Shards, cold fragments of the dark. Consume one to borrow the Shadow's sight — a minute of Night Vision, torn from the thing that hunted you.
The Corruption
Where the Shadow walks, the world rots. Blocks of Pure Darkness bloom beneath its feet — a fully black corruption that creeps across the surface and tunnels silently through solid stone. Where it touches water, Shadow Water forms: black, depthless, laced with wither. When the Nightmare ends, the corruption recedes — Pure Darkness crumbles to dirt, Shadow Water drains away.
Survival
Light is your only true shield. Gold weapons and the Smite enchantment bite the Shadow far harder than anything else. And listen — the heartbeat quickens as it nears, footsteps mark the range, whispers in chat remind you it already knows where you are. When the dark goes quiet, worry.
Multiplayer & Config
Built for a group to suffer together: roughly one Shadow per two players, converging on shared sightings — no one is ever truly alone, or truly safe. Nearly everything is tunable in the server config: spawn ratio, corruption spread, theft frequency, cave-banishment cadence, escalating HP and its cap, Shadow Water's bite, and more.
Commands
/nightmare enable— any player, begin the eternal night/nightmare disable— operators, end it/nightmare status·/nightmare killcount— any player/nightmare resetkills— operators, reset the escalation
Turn off the lights. It prefers an audience.


