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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-2.8-1.20.1.jar

  • R
  • Jun 21, 2026
  • 53.01 MB
  • 59
  • 1.20.1
  • Forge

File Name

sensoryabyss-2.8-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sensoryabyss-1491144:8294736")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Added

  • Death Remnant + Abyss Recall system. On death you no longer scatter your items — your full inventory and XP are sealed into a Remnant, a soulbound statue rendered as you, turned to stone (your skin + gear under a stone overlay). It never despawns and waits indefinitely for you. Two ways to reclaim:
    • Path A — walk back: right-click the Remnant with your Abyss Recall token → instant, penalty-free return.
    • Path B — channel: hold right-click anywhere to channel the token (3s); you're pulled to the Remnant through a face-first "swallow / spit-out”, the contents return, and the Abyss takes its price in corruption + sanity. Token is consumed on success.
    • A single-use Abyss Recall token (Epic, fire-resistant) is granted on respawn, bound to that death's Remnant.
    • New config block death_remnants.enabled (default on); keepInventory always takes priority.
    • New Remnant entity, Abyss Recall item.

Changed

  • Anosmiac smell-input rework. Seed/exhale moved off plain right-click (it was stomping normal block interaction — opening a chest could throw a seed or exhale a zone) onto sneak-gated tap/hold:
    • Sporeweaver: sneak + tap = throw a seed at the crosshair; sneak + hold = plant (2.5s channel at your feet).
    • Miasma Walker: sneak + right-click = exhale a zone at the crosshair.
  • Sleep & poem cadence. Dream poems now drip ~every 7–10 in-game days. Each dream also now teaches its one signature poem the first time you have it
  • Village/stored food now spoils
  • Dream implementations trimmed/refactored; continued Blinded shader + true-darkness/darkness-presence tuning.