Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Sculk Echo
Sound becomes sight. The Deep Dark is listening — and now, so are you.
Sculk Echo adds a full echolocation survival-horror progression built around the sculk: a sonar pulse that paints the world in point-clouds, a creeping infection with five stages, a shadow that hunts you in Ancient Cities, and the Warden's own power — stolen and worn.
Features
- Echo Pulse (key V) — emit a sonar wave. A turquoise ring expands from your feet and reveals the terrain as a dense cloud of glowing points: floors, walls, ceilings — through total darkness and through walls.
- Infection (5 stages) — linger in the Deep Dark or stand on sculk, and the infection grows. Early stages corrupt your echo with noise, phantom points, delayed returns and ghost silhouettes. Late stages blind you completely… and make the echo your only sense.
- The Shadow (Echo Wisp) — in Ancient Cities a black silhouette with a teal core watches you from the corners of your vision. Look straight at it — and it vanishes, reappearing elsewhere. Ignore it — and it possesses you from behind: heartbeat, shriek, a sculk-covered screen as your vision is eaten alive, +10 infection.
- Echo Stimulator — a rare drop from the Warden. Install it (right-click) and normal sight is gone forever: permanent stage 5, 24-block sonar, and the Deep Dark becomes your home turf.
- Echo Shot (key R) — the Warden's sonic boom, copied. One target in your crosshair cone: 10 damage ignoring armor and shields, heavy knockback, and a tunnel of sonic rings flying from you to the target.
- Color Reflectors — unlock dye channels with
/sculkecho colors add <color>and echo points on matching blocks light up in that color: grass green, water blue, ores their own hue. A lidar map of the cave, painted by your unlocked spectrum. - Living echoes — from stage 3, moving mobs leave sound-trails; from stage 3+ a pulse paints mob silhouettes: red for monsters, green for passive life. Through walls. The Epidemic
Sculk is not just an environment — it is a disease that walks.
Infected mobs roam the Deep Dark: zombies with sculk crusts, skeletons veined in teal, pigs that no longer oink. When one of them strikes a victim — with claws or with an arrow — the victim may rise again as one of them (15% per hit). Species is preserved: the epidemic does not disguise itself, it spreads.
Infected never despawn. They ignore Peaceful difficulty. They hunt everything that is not yet one of them. And deep in Ancient Cities, vanilla zombies sometimes turn on their own — you do not need to be there for the city to get sick.
Stand too long among them and you will understand: the sculk does not kill. The sculk recruits. Infection stages
| Stage | Infection | What happens |
|---|---|---|
| 0 | 0–4 | Echo barely works: chaotic flickering points |
| 1 | 5–19 | Weak outline, heavy noise, rare ghosts |
| 2 | 20–49 | World readable — and normal sight starts dying (black fog) |
| 3 | 50–79 | Mobs emit echoes; trails of the living |
| 4 | 80–99 | Clean sonar, block colors, almost no interference |
| 5 | 100 | Perfect echolocation. You are the Deep Dark now |
Controls
| Key | Action |
|---|---|
| V | Echo Pulse |
| R | Echo Shot (requires Echo Stimulator) |
Commands
/sculkecho infection set <0-100>//sculkecho infection get/sculkecho colors add <dye>//sculkecho colors all//sculkecho colors clear
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.x
- Install on **both client and server for multiplayer.
Beta notice
This is a beta: balance and visuals may change. Report crashes and bugs in the issues tab — crash reports help a lot!
The Warden heard you first. Now you hear everything.

