Under Ours

Rifts tear open near you and drag you into nine horror realms, each with its own creature, rules and way out.
hollow halls

hollow halls

Description

                                   

                                      Under Ours

                                                                 

Rifts are tearing open in the ground near you. Step into one, and it may take you somewhere else.

There are nine realms under ours. Each one is a place with its own rules, its own way out, and its own thing that lives there, hunting you. You go in with nothing. You come out (if you come out) with a page in a journal you don't remember writing, and something from the place in your pocket.

The Nine Realms is a horror mod built around atmosphere: every realm has its own world, music, sounds, creature and scares, all made for the mod.

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The rifts

While you play, a rift opens in the ground a few blocks away, roughly every twenty minutes (more often at night). It glows with the colour of the realm it leads to: candle-gold, ember-red, sea-green, signal green... Step into the crack and it will probably take you. Sometimes it throws you back out.

Inside, your inventory is held for you and given back when you leave, by the way out or by dying. The way out is a cold white rift, and it opens when the realm decides it should.

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The realms

I. The Hollow Halls. A house with no end, candles down every corridor. The Gaunt walks them, and it can't stand the light.

II. The Ashen City. A city that burned all at once, under a storm that never rains. The Afterimage only moves when you can't see it, and the lightning shows you where it is now.

III. The Sunless Sea. A boat, a diving suit and a winch, and black water going down. The Long One hunts by the light it carries.

IV. The White Silence. Snow, poles in it, and camps with dead fires. The cold kills you if nothing else does. The Elk can't see you in the blizzard, so when the wind drops, don't move.

V. The Night Train. A carriage at night, the doors latched, the lamps dying in the tunnels. The Conductor checks tickets.

VI. The Ward. A hospital ward after hours. She is only there in mirrors.

VII. The Salt Flats. White salt, a sun that never moves, and the shade is where it is.

VIII. The Still House. The same nice house, over and over. If anything has changed, turn back; if nothing has, walk on. Get it wrong and someone is a room nearer.

IX. The Long Fall. The last of them. A mine shaft six hundred metres deep, and the way out is at the bottom. Something is climbing up the walls toward your light. (It only opens to those who have escaped enough of the others.)

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The Realm Journal

The first time you escape anywhere, you come home with a journal, half full, in handwriting that looks like yours. It has a page for every realm: an ink sketch of what lives there and what you learned, or, for the ones you haven't seen yet, a rumour. And the last page is glued shut...

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Keepsakes and echoes

Each realm sends you home with a keepsake the first time you escape it: a candle sconce, a shadow burned into a tile, a working vanity mirror, a family photograph with someone in it who shouldn't be... They're ordinary blocks you can place in your base.

And for a few nights afterwards, the realm follows you home. Knocking at your door. Footsteps keeping pace behind you. A clock striking where there's no clock. (You can turn echoes off with a game rule.)

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Multiplayer

Works in multiplayer and on servers. Each player gets their own fear, their own events and their own creature hunting them. What belongs to the place itself is shared.

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                                                                 WARNING!!!                   

                                     SOME THINGS IN THE MOD MIGHT BE AFFECTED BY 

                                      SHADERS, THINGS WILL NOT LOOK HOW I WANTED IT TO :(                                                                     

Under Ours Team

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I make cool stuffs.

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