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SensoryAbyss

A total survival overhaul where you choose a sensory affliction that permanently changes how you experience the world — blind, deaf, numb, anosmiac, starving, or all — and build power from your loss.

File Details

sensoryabyss-1.4-1.20.1.jar

  • R
  • May 5, 2026
  • 24.93 MB
  • 20
  • 1.20.1
  • Forge

File Name

sensoryabyss-1.4-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sensoryabyss-1491144:8040931")
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Sensory Abyss — Changelog (v1.4)

 

Major Reworks

 

Numb class — full mechanic overhaul

Absorbed materials are no longer a 30/45-second buff with a re-absorb cooldown. Materials are now persistent — each element has its own health and stats, and you keep it until it wears out, breaks, or you choose to shed it. The switching cooldown only triggers when you change materials or lose one. No more racing a timer between fights, and no more re-absorbing the same block over and over.

 

All subclasses reworked or replaced

Every subclass received new abilities, playstyles, and progression. Not a single one was left untouched.

 

Sight (Blinded)

           Radiant — reworked. Light-based DPS and territory control. Spam Searing Pulse for AoE pressure, drop Solar Wells that heal allies and damage enemies on consecrated ground, and use Nova as a heavy blinding burst. Light upgrade investment scales ability potency.

           Shade — reworked. Stealth assassin. Strike from darkness with Shadow Strike (dash to detected targets), drop Blackouts to break line of sight, and plant Shadow Zones on Unseen kills — enemies who walk into them trigger automatic backstabs.

 

Smell (Anosmiac)

           Sporeweaver — NEW (replaces Bloodhound). Cultivates toxic plants and creates toxic zones.

           Miasma Walker — reworked. Inhale active debuffs to fill a Breath pool, exhale them as harmful zones. Aim single-shot zones at range, or trigger Miasmatic Collapse for a defensive ring around yourself. Zone type cycles through your mastered debuffs.

 

Sound (Deafened)

           Frequency Rider — NEW (replaces Dissonant). Kinetic shooter. Echo Shots ricochet between enemies; Resonant Dash phases through fights. Combat builds Frequency stacks that scale movement, fire rate, and damage.

           Harmonic — reworked. Toggle song auras to buff allies, build Crescendo on damage taken, chain Cone-Pulse-Wave to trigger a Finale.

 

Taste (Unfed)

           Apex Predator (renamed from Corpse Eater) — reworked. Manipulate your blood to shift between three combat stances — Striker, Reaver, Drinker. Read the fight, redirect your blood, execute melee.

           Death Commander (renamed from Necromancer) — reworked. Field a hierarchy of undead. Souls fuel your raises; stances command your dead. Your army is your shield.

 

Touch (Numb)

           Monolith — reworked. Material-absorption tank. Fortify channels your absorbed material into a damage-reduction shell; Encrust raises a barrier construct; Petrify is the ultimate full-body conversion (knockback immune, heavy DR, damage aura). Element type drives the secondary effect — Earth armor, Metal thorns, Fire aura, Frost slow, Crystal projectile DR, Organic regen, Void flat DR. New Monolith Armor set (Crown, Carapace, Greaves, Treads) with 5 visual progression stages.

           Shardborn — reworked. Material-absorption DPS counterpart to Monolith. Material Strike is an enhanced melee carrying element effects (ignite, armor-pierce, lifesteal, etc.); Shrapnel Burst expels shards in a 5-block AoE; Cataclysm is a heavy 8-block explosion that leaves a lingering zone. New Shardborn Edge sword with 5 visual progression stages.

 

Mob AI, Sensing & Damage

Mobs no longer rely on vanilla proximity to detect you. They now only react if they can smell, hear, or see you. Stealth — masking your scent, staying quiet, breaking line of sight — actually works.

 

New Systems

 

Element Forging

New progression system for touch subclasses.

 

Corruption Overclock

New toggleable corruption system with adjustable intensity. Comes with on-screen feedback (camera shake, corruption pulse overlay) when active.

 

Server / Quality of Life

 

Food & Preservation

Food spoilage no longer ticks down while no one is on the server. Fixes food rotting on servers while players are away.

Effects

Fixed the flashing on night vision items.

New Items

           Monolith Armor set (Numb / Monolith) — Monolith Crown, Carapace, Greaves, Treads. Bound armor with 5 visual progression stages.

           Shardborn Edge (Numb / Shardborn) — bound sword, 5 visual progression stages.

           Aquatic Lens — flashlight upgrade. Hold a Flashlight, put the Lens in your offhand, right-click to install. Permanent. While the upgraded Flashlight is lit and you're submerged, you see clearly underwater.

 

UI / HUD

           Material Codex — new screen for the reworked Numb material system, with the Shed Material action.

           Subclass Ability Bar — new on-screen ability tracker with cooldowns.

 

Renames

           Life Ichor → Vital Extract

           Essence Codex → Essence / Material Codex

           Corpse Eater → Apex Predator

           Necromancer → Death Commander

           Bloodhound replaced by Sporeweaver, Dissonant replaced by Frequency Rider (see subclass section)

 

Keybinds

Most keybind names were genericized to slot-based labels (Primary Ability, Secondary Ability, Ability Slot 1/2/3, etc.) so the same key works across every class and subclass.

 

Removed

           Mark Target

           Echo Vision Toggle (only the toggle, echo vision is still active)

 

New keybinds

           Toggle Corruption Overclock, Overclock Intensity (next), Overclock Intensity (previous)

           Harmonic Song Cycle (Sound)

           Echo Shot (Sound, hold), Resonant Dash (Sound)

           Shed Material (Touch)

           Toggle Transcendence

           Spell Wheel

           Essence / Material Codex

 

⚠️ You may need to rebind keys after updating.

 

Removed

           Bundled shaderpack — replaced by external shaderpack integration. Works alongside Oculus / Iris shaders instead of shipping its own. (Shaderpack specific to this mod has not been released yet.)