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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.

Description

 

Sensory Abyss

The world takes a sense from you. Everything you learn after that is how to survive without it.

Official Discordhttps://discord.gg/nAKVcFCJR3

A note from the developer: This is my first mod, and it's still very much in progress. Visuals are being reworked over time, bugs are actively being hunted, and mechanics are being tuned as players find the rough edges. I'm wide open to criticism, suggestions, and new ideas. If something feels bad, tell me. If you want a feature, tell me that too. The mod will keep growing. In the discord server I have more information on what is planned for future implementation, I will have polls for what people would like to see added, and you can discuss how things feel, bugs, etc. all with me directly. I am open to feedback and change, I like the direction the mod is going in but I don’t think adding more mechanics, subclasses, reworks, etc. are off the table. Also if anyone wants to see something they make be added you can dm me privately and I will bring it up in a poll, after it is voted upon and is agreed to be added then you will get full credit for it (Removing credit for the poll I think neutralizes opinions because it could remove potential bias, but if you want credit when I post the poll please let me know).


What this mod is

Sensory Abyss is a horror flavored overhaul for Minecraft that inverts vanilla progression. You don't start weak and get stronger. You start broken, permanently, in one specific way, and the game becomes about building a playstyle around the loss.

At character creation you choose an affliction. Whatever you pick, something is gone for good. Sight. Sound. Smell. Touch. Taste. Or, if you're feeling brave, all five.

What replaces the lost sense is the point of the mod.


The six afflictions

The Blinded — lost sight

The world is white fog. Your body replaces sight with echolocation, a constant sonar ping that highlights nearby entities in color coded pulses. Beyond that, your skin drinks in light and darkness: stand in bright light to fill your Light bar, stand in the dark to fill your Dark bar, and cash each one in for permanent stat upgrades.

  • Radiant — light-pool AoE pressure. Searing pulses spam wide damage; supernovas burst and blind everything in range.
  • Shade — dark-pool precision assassin. Shadow-strike dashes to your target; Blackout creates a dark zone that grants stealth and supercharges Echo Vision.

The Deafened — lost hearing

You don't hear the world anymore, you steal its sound. Hold a key near living creatures and your body drains the noise out of them, filling your Resonance bar. That stolen Resonance fuels your abilities: shockwave cones, sonic pulses, ground slams, resonance bursts. What you steal also shapes what you become, sounds fall into five categories (aggression, predator, percussion, anguish, ambient), and each category evolves a different ability as you drain more of it.

  • Frequency Rider — kinetic shooter. Bouncing Echo Shots ricochet between enemies; Resonant Dash phases through fights. Combat builds Frequency stacks that scale movement speed, fire rate, and damage.
  • Harmonic — supportive song auras. Toggle Valor / Solace / Tempo to buff allies, build Crescendo on damage taken, and chain Cone-Pulse-Wave to trigger a Finale.

The Anosmiac — lost smell

You can't smell poison anymore, so you've become it. Your body adapts to everything it touches — toxins, gases, miasmas, spores — first surviving them, then thriving on them, eventually weaponizing them. The catch: adaptation is universal. Overuse a beneficial potion and your body builds tolerance to that too. Every consumable is a strategic decision.

  • Sporeweaver — toxic botanist. Grow plants from your body that change species based on the debuff active on you. Verdant Cataclysm roots a 12-block area while every plant in range auto-Blooms.
  • Miasma Walker — toxic exhaler. Inhale debuffs you carry and exhale them as zones with unique behavior per debuff type. Miasmatic Collapse deploys every mastered zone simultaneously in a 16-block burst at 2× debuff rate.

The Numb — lost touch

You can't feel pain, pressure, or temperature. Your body compensates by absorbing the materials around it. Hold a key on a block and become stone, iron, lava, obsidian, diamond — one material active at a time, each with its own element (earth, metal, fire, frost, crystal, organic, void) and its own adaptation curve from Raw to Mastered.

Both Numb subclasses gain Element Forging — your absorbed-material history physically forges itself into bound gear that grows with you. Five visual stages, tied to your total lifetime absorbs, that change as new material tiers unlock.

  • Monolith — defensive tank. A four-piece bound armor set (Crown / Carapace / Greaves / Treads) auto-equips and cannot be removed. Vanilla armor is silently refused. Fortify, Encrust, and Petrify scale with material tier; armor stacks up to T5 Exotic at full mastery.
  • Shardborn — offensive DPS. Twin bound swords appear in your hands and cannot be dropped or lost on death. Damage scales with your absorbed materials — but only while a Shardborn blade is in your main hand. Material Strike, Shrapnel Burst, and Cataclysm punctuate the loop.

The Unfed — lost taste

You can't eat food. Food does nothing for you. Instead you scan the creatures around you, rip their essences out, and slot them into yourself. A creeper's HP, a witch's spell, a warden's damage,  stack them, swap them, combine them. You are whatever you last consumed, and the more essences you burn through, the more slots and charges you unlock.

  • Apex Predator — hemokinetic hunter. Three blood-stances on [1] / [2] / [3] (Striker / Reaver / Drinker), each rebinding your V and C abilities to a different blood-magic technique and applying a different passive (solo damage / multi-target carve / lifesteal). Apex Form activates all three stances passives simultaneously for 15 seconds.
  • Death Commander — necromancer. Raise minions from nearby corpses, command them mid fight, and dismiss them for AoE explosions. Army of the Dead summons an undead horde from every corpse within 20 blocks for 60 seconds.

The Shattered — lost everything

All five afflictions, at full intensity, all the time. Permanent blindness, permanent deafness, permanent numbness, permanent anosmia, permanent hunger loss. You cycle which sense is "active" on a keybind,  and that routing decides which toolkit your action keys run. No subclass. No specialization. The versatility is the class, and the difficulty is keeping five systems in your head at once. (this class will be getting a rework, the 5 afflictions are staying but I want to balance the classes power more now that the other classes subclasses got a massive update/rework. It is still fine to play though, if you update to a newer version I will have it keep your data, level, progress, etc. and allow you to choose new options)

One more multiplayer note: if your group runs other RPG mods and one player wants a different class system entirely, server admins can enable allow_classless_players in the config. Then players get a Decline button on the selection screen, can sit out the affliction system, and keeps all five senses. The rest of the mod — senses simulation, food spoilage, horror director, magic — still works for them. Off by default, because the mod is designed around having an affliction.

 


Magic, built around senses

Magic is organized into five schools, one per sense, over 85 spells total. Spells are learned through rituals you draw in the world, altars, pedestals, chalk marks on the floor, and tracked in a grimoire. Mana, cooldowns, and spell mastery are all real.

  • Sight — radiance, shadow, spectral decoys, mirror images, eclipse magic.
  • Sound — sonic weapons, resonance markers, banshee wails, harmonic shields.
  • Touch — ice, frost, glacial mobility, frozen armor.
  • Smell — toxins, spores, pheromone control, corrosive sprays.
  • Taste — blood magic. Siphons, coagulation, crimson avatars, needle storms.

The horror layer

The mod ships with a real horror director, not a random jumpscare plugin. It reads your stress, the weather, the time of day, and what the world has thrown at you recently, and moves between phases:

Reprieve → Unease → Dread → Surge → Aftermath

What you hear changes with the phase. Ambience thickens. The mix gets wrong in specific, authored ways, footsteps where nobody is, doors that open on their own, a voice calling a name that isn't yours, a zone of absolute silence you walked into without noticing. Most of the time the mod is quiet. When it isn't, it's because something decided it shouldn't be.

Scares are rare by design.


A real sensory simulation under the hood

Underneath the horror and the classes is an actual simulation layer:

  • Scent trails you leave behind, decaying over time, blown around by wind, readable by mobs and by you.
  • Vibrations from footsteps and impacts with realistic falloff.
  • Sound tracked as something the world emits, not just what the client plays.
  • Weather and wind that feed into scent dispersal and the horror pacing.
  • Body response - heart rate, panic, and weight as real numbers that affect what you can do.
  • Distortion zones that warp a specific sense in a specific area.

You can be invisible to one sense and screaming into another. Stealth isn't a slider.


Party play

The mod supports full multiplayer - PvP, PvE, or co-op - with a party system that exists for one main reason: telling friend from foe.

Form a party with other players and your abilities stop hurting each other. Your offensive spells pass through your teammates. Your healing and support abilities treat them as valid targets. Outside the party, everything works like normal, enemies are enemies, PvP is PvP.

It's a simple idea, but it's what makes a class-based horror mod actually playable with friends or a PvP server where your party is genuinely your party and everyone else is fair game.


Optional companion shader pack

For the full atmospheric experience, the companion SenAbyssShader pack will be available on CurseForge, a Modified Pack of Complementary Reimagined (used and credited per the Complementary License) tuned specifically for this mod. 

Requires Oculus and Embeddium. If you have a shader loader installed and the pack isn't there, the mod pings you in chat on join with a download link. If playing below 1.8 the link will not be there. It took longer than planned to get approved but here is the link - https://www.curseforge.com/minecraft/shaders/senabyssshader  1.9+ should have it in the chat message


What else is in the box

  • Food corruption — food spoils in the world, in containers, and in your inventory. There is a preservation system set up. Pauses while nobody is online, so leaving for a day doesn't rot your stockpile.
  • Item corruption — long worn gear wears down into the horror economy, gives perks for use but increased chances for curses when enchanting.
  • Environmental decay — wood rots in the open over time. (not expanded upon much yet)
  • A 20 level progression tree — stat picks at L2/7/12/17, subclass at L3, combat style at L4, subclass passive at L5, augments at L6/10/14/18, corruption paths at L8/15/19, ability modifier at L9, spec path at L11, ultimate at L13, mastery at L16, transcendence at L20.
  • Dozens of consumables, accessories, and tools built around the sensory systems, flashlights with real batteries, smoke bombs that break scent trails, blood vials, sanity herbs, echo flares.
  • A late game transcendence ritual for players who push all the way through. Performed at a Ritual Altar with the required components, only after the ritual completes can you make your L20 choice.
  • Full HUD customization — every overlay is repositionable in game.

Who this mod is for

  • People who think vanilla combat is solved and want a different problem.
  • People who like horror that builds dread instead of throwing mobs at you.
  • People who want their character to feel like a specific person with a specific broken body, not a reskinned Steve.
  • Anyone who's ever wanted Minecraft to be quieter, stranger, and more willing to punish you for not paying attention.

Pick a sense to lose. Learn to live without it.

Feedback, bug reports, and ideas are welcome. This mod gets better when you tell me what doesn't work.