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1.0.3
Compatibility
Changes
Memory Leak — Changelog
[1.0.3] — 31.10.2026, 12:05
Atmosphere & Pacing
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The early game is calmer now. Fresh worlds have more silence and time to explore before the first notable anomalies appear.
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Tension builds more slowly and evenly. The world stays in its early state longer, and the shift toward heavier effects feels like gradual deterioration rather than a sudden spike.
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Rare major scenes are now rarer. They no longer overlap with each other and should remain memorable moments rather than becoming familiar background noise.
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Familiar places matter more. Some strangeness now tends to be tied to returning home, repeating routes, and places where the player spends a lot of time.
Visual Improvements
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Block rot has been completely reworked. Black diamonds, triangles, flickering, and unstable overlays are gone. The decay looks more cohesive and sits better on block surfaces.
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Different rot stages have been added. Visual decay progresses gradually and has more appropriate variants for different environments.
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Mob rot is now more noticeable and cleaner. The effect no longer looks like a random sticker and displays more correctly on infected creatures.
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Particles are cleaner now. Noticeable backgrounds and excessive transparency have been removed; new particles read better in darkness and don't clutter the screen.
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The main pursuer has its own look. Model, texture, size, and animations have been improved. It no longer looks like a regular vanilla mob and doesn't show a name above its head.
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Animations are smoother now. Player movement should no longer constantly reset the creature's animation and cause jittering.
Threats & Pursuit
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The main pursuer is significantly more active now. It holds its target better, remembers where it last saw the player, and should no longer simply stand at a distance.
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Pursuit is faster at open range. Getting far away and hiding quietly is now harder, but up-close movements remain more readable.
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The creature can now search for alternate paths. It can continue searching behind cover, change direction, and cut through obstacles.
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Getting stuck has been fixed. If the creature ends up inside architecture or cannot move, it tries to escape in a noticeable way rather than remaining motionless inside a wall.
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Height is no longer reliable protection. Roofs, balconies, and other high spots should no longer completely stop the pursuit.
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Fire, campfires, and regular environmental hazards no longer trivialize the encounter. The main pursuer should not die from accidental surroundings.
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Some obstacles may be damaged during the hunt. This happens rarely and within limits; important blocks and containers are protected.
Dangerous Places & Loot
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The major dangerous location is now a proper encounter. Loot can no longer be obtained without pressure and confrontation with the guardian.
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Containers cannot be bypassed by breaking them. While the place is protected, loot cannot be opened or broken for its contents.
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Protection now covers the entire location. Corner and distant containers should no longer remain an easy bypass.
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One death no longer turns the encounter into free loot. After a short reprieve, danger returns, and loot remains locked.
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High spots no longer break the respawn encounter. If there's no regular floor spot nearby, the pursuer can still return to a safe free point not far away.
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Post-victory loot remains risky. A short window opens to take the reward and leave, rather than looting the place endlessly without consequences.
Sound Design
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Attacks are now more audible. Important actions of the main pursuer have received more noticeable sound warnings.
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Rare unsettling ambient sounds have been added. Quiet mechanical sounds may appear in dangerous places—a distant music box, a wooden toy, or a wind-up key.
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New sounds do not work as background music. They appear rarely, do not loop, and should feel like a strange sound from the next room rather than a constant soundtrack.
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Inappropriate rhythmic sound solutions have been removed. The atmosphere has become quieter, colder, and closer to psychological horror.
Events & The World
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More personal strangeness has been added. The world sometimes responds to the player's habitual actions with small unsettling details, not just random effects.
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Rare structural changes have been kept. They happen very rarely and leave consequences, to truly feel like a breach in the world's memory.
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Hazardous effects are now more careful with important blocks. Containers, utility blocks, and key world elements are protected from accidental destruction.
Stability & Fixes
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Fixed recurring critical effects after re-entering the world. One-time events should no longer trigger endlessly on subsequent world loads.
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The state of important events is now saved more reliably. The world better remembers already occurred moments and should not behave as if everything started anew after a restart.
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Fixed issues with particles and creature rendering. Regular effects should no longer appear on the main pursuer.
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Fixed respawn encounter errors. After player death, the encounter should no longer permanently disappear due to an invalid spawn point.
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Improved overall effect stability. Visual, audio, and gameplay states now clean up better between worlds, dimensions, and gaming sessions.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:yaH5IMDs:LSUGRKjZ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:yaH5IMDs:LSUGRKjZ"
}

