Features:
- Adds a hostile stalker entity that can spawn at night or in caves with the sole goal of frightening the player
- It appears near the player and waits to be noticed – looking at it scares it off, approaching without looking aggravates it
- An aggravated Lurker chases for roughly a minute, breaks wooden doors and only iron doors keep it out
- Its damage scales with the player’s armor, so better gear is never a guarantee of safety
- An insanity system started by the Neutral Lurker and stopped if that variant is killed
- Sleeping through the night pauses insanity progression, eating food can raise or lower it and fishing brings it down
- Stage 6 brings Amnesia, which despawns mobs you get close to and look away from, and stage 7 summons the Aggressive Lurker that ducks, crawls, climbs, breaks glass and tunnels toward you
- Variants include the Faker, Hider, Shadow, Unprovoked, Creep, Phantom Head, Shapeshifter and Neutral Runaway
- Shapeshifters appear in villages and turn on players tricked into trading with them, and shapeshifted pigs and cows fight back when hunted for food
- Void Gateways left around the world either jumpscare you or remove one insanity stage, and Void Hands are a gateway variant that chases the player and opens doors
- Invisible entities play static jumpscares, cave sounds, watching behaviour and fake running sounds
- A new dimension entered through a horizontal portal of the mod’s deepslate blocks lit with a new flint and steel – Forge support for Minecraft 1.20.x – Made by Voxla
The Midnight Lurker turns a normal Minecraft night into something you would rather not walk into. A new entity spawns near the player after dark or in caves and then simply waits to be found. What happens next is your choice: meet its gaze and it flees, teleporting out of sight, or edge closer without looking and it turns on you. Once aggravated it chases for about a minute, tears through wooden doors and only stops at iron ones, and because its damage scales with the armor you are wearing, gearing up never quite removes the threat.
Behind the encounters runs an insanity system. A Neutral Lurker watching from a distance starts the timer on the nearest player, and killing that variant is what stops the count. Sleeping through the night pauses progression until the next one appears, while eating food can push the meter either way and fishing pulls it back down. Let it climb and the game starts lying to you: at stage six Amnesia quietly despawns mobs you get close to and turn away from, and at stage seven the Aggressive Lurker arrives, a hunter that ducks into gaps, climbs walls, smashes glass and tunnels underground to reach you.
The mob is really a family of them. The Faker jumpscares and pushes insanity a stage higher, the Hider sinks into the ground when spotted and leaves a Void Gateway behind, the Shadow stalks dark places like caves, the Creep teleports closer instead of retreating when you look at it, and the Phantom Head drifts toward you and locks your view as it comes. Shapeshifters are the cruellest touch – they turn up in villages and attack anyone tricked into trading with them, while shapeshifted pigs and cows strike back at players hunting them for food. Void Gateways scattered through the world are a gamble as well, either scaring you or rolling one insanity stage back, and Void Hands are the variant that reveals itself when you stray too close, chasing you through doorways it can open.
There is a destination behind all of this. A horizontal portal built from the mod’s deepslate-themed blocks and lit with a new kind of flint and steel opens the way into a new dimension, and hidden items like the Sorrow Bottle – obtained by holding a sword and an empty bottle while interacting with a Sorrowful Howling Willow Log – reward players who experiment. The mod’s sounds and ambience sit under the vanilla volume options so they can be turned down without muting the game, and a config file exposes the behaviour options, including whether the Lurker can be attacked at all.