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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-2.9-1.20.1.jar

  • R
  • Jun 26, 2026
  • 53.16 MB
  • 14
  • 1.20.1
  • Forge

File Name

sensoryabyss-2.9-1.20.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sensoryabyss-1491144:8326235")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Fixes

  • The Shattered can craft grimoires again. Because the Shattered carry every affliction at once, the grimoire rituals were checking for a single class and turning them away every time. The Shattered can now perform any class's grimoire ritual, as intended.
  • Mod stability. A failed internal patch no longer brings the whole game down on startup — if one piece can't apply, the rest keeps running.

Changes

  • Blinded vision reworked. The old breathing in-and-out pulse is gone. You now sit inside a steady black-and-white "bubble" — the world around you stays lit out to about 5 blocks and fades to black past that edge. Your tongue-click ping (G) pushes that edge out to ~10 blocks for a few seconds before it settles back in. Heat sources and exposed ore still read as colored cues on top.
  • Unfed — Apex Predator reworked. The Apex Predator subclass moves off the old "Devour" kit onto a stance-based predator identity (Striker / Reaver / Drinker). All three pick tiers are new:
    • Passive: Sanguine Sense (wounded enemies glow to you), Stance Memory (switching stance briefly boosts your melee), or Predator's Resilience (low on HP, switching stance resets your ability cooldowns).
    • Spec: Adaptive (carry the last stance's bonus a bit longer), Lockstep (commit to one stance to double its bonus), or Flux (switch stances instantly).
    • Mastery: Bloodflood (at full HP, run all three stance bonuses at once), Stance Anchor (lock into one stance for a big bonus), or Bloodforce (kills extend your current stance's bonus).
  • Other subclass picks refreshed. Several subclasses had stale or weak picks swapped out — notably the Necromancer's mastery tier (new Fresh Recruits, Soul Vortex, and Phylactery, the last of which keeps part of your soul reservoir through death).

New

  • Fuel & weather tweaks — rebalanced fuel types and lantern/brazier light, and the world now tracks wind across biomes (breezy / windy / stormy), which feeds into fuel behavior.

Improved

  • Spell visuals — the Sight school's effects got a visual overhaul, with cleaner, more consistent casting feedback across spells. The sight school is the only one to get these changes as a trial for feedback before I adjust all schools.

Future Experimental Change

  • Native shadows & lighting (early, work in progress). I'm building a from scratch shadow and lighting system that runs without an external shaderpack, real directional shadows from the sun and moon, softer light, and a cooler, more readable night. This is still under construction and rough in places. It stands aside automatically if you're using a real shaderpack, and Blinded players are unaffected. This will also be easier on performance since it isn’t general like a shaderpack but a specified look I am curating for the atmosphere of the mod. It is able to be enables in the configs but defaulted to off since it is in such early development. I thought I should get an update out to fix some of the other issues. I just wanted to let players know of a huge future update