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Dreamshift

Dreamshift

by multision • Downloads: 0 • Followers: 0
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Dreamshift

Not all worlds will wait to be found.

Dreamshift is an atmospheric horror mod for Minecraft that introduces Dreamspaces, being worlds that resememble dreamcore, liminal spaces, and more.

This mod does not feature one monster haunting you every night.

It provides the experience of encountering something you should not have seen, learning new rules, and trying to find your way back home.


What is Dreamshift?

Throughout your world, you may find some unnatural, fragile openings in walls called slippages.

Dreamspaces are individual dimensions, each with its own atmosphere, weather, time, events, sounds, buildings, and structure. They can be quiet, broken, abandoned, or simply waiting for you.

Dreamspaces are not regular dimensions in Minecraft. They are temporary experiences, fragments, memories, places, and mistakes.


Features

✦ Slips & Slippages

Slips are the more-known backrooms styled noclip. These may occur anywhere. Slippages are unstable openings that can also appear anywhere in the world.

Using them can take you to a Dreamspace. These are surreal, atmospheric, and eerie worlds meant for exploration.

✦ Fractured Tools

Fractured tools appear in your world after heavy usage on crafting tables, furnaces, blast furnaces, and smokers. These are an alternative way to travel to dreamspaces.


Horror Style

Dreamshift does not rely on cheap jump scares and monster spawns.

The horror of the mod comes from:

  • displacement
  • exploring locations that should not exist
  • environmental storytelling
  • scripted entities
  • isolation
  • unique rules
  • unsafe exits
  • worlds that feel temporary, abandoned, or self-aware

Compatibility note:

On macOS devices, especially those with Apple Silicon, Immersive Portals may show incorrect rendering when used with Iris shader packs. Older GPU's may experience this as well, enabling "Legacy Mode" in the config will fix this


Notes

Dreamshift is not fully developed yet. While some Dreamspaces are scripted, others are still non-scripted atmospheric worlds and may have events added later.

The behavior of worlds, slippages, Dreamspace resetting, and scripted encounters is actively being developed.

Dreamshift is an original story told from the perspective of BonzeP. This mod wasn't originally planned, but his community is what brought it to life. Thank you all <3

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Forge
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Forge
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Forge
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Forge
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Fabric
3h ago 1
1.20.1
Fabric
3h ago 1
## 0.1.4.3.1

  • Fixed crashes related to Pocket Horizons mixins.
## 0.1.4.3.1

  • Fixed crashes related to Pocket Horizons mixins.
## 0.1.4.3

  • Added **Pocket Horizon**, a generated nostalgia Dreamspace based on Minecraft: Pocket Edition 0.6.1.
  • Fixed /dreamshift slippage remove refusing to remove a slippage after someone had entered it.
  • Fixed Dystopic Upbring slippages spawning players inside a blackstone pillar.
  • Fixed vacant Dreamspace instances sometimes retaining damage and other world changes until every player disconnected.
  • Fixed Paragraph Aisle event, which can now properly be finished.
  • Fixed Forge Familiar Backrooms captures containing Create Crafts & Additions connectors crash.
  • Updated textures for Parapgraph Aisle & The Unwritten Index.
  • I personally comissioned an artist on Fiverr (whose name I will not mention) for these. They used generative-ai for these, and as a result I've replaced them with genuine, real artwork. I am greatly sorry for this mistake.
## 0.1.4.3

  • Added **Pocket Horizon**, a generated nostalgia Dreamspace based on Minecraft: Pocket Edition 0.6.1.
  • Fixed /dreamshift slippage remove refusing to remove a slippage after someone had entered it.
  • Fixed Dystopic Upbring slippages spawning players inside a blackstone pillar.
  • Fixed vacant Dreamspace instances sometimes retaining damage and other world changes until every player disconnected.
  • Fixed Paragraph Aisle event, which can now properly be finished.
  • Fixed Forge Familiar Backrooms captures containing Create Crafts & Additions connectors crash.
  • Updated textures for Parapgraph Aisle & The Unwritten Index.
  • I personally comissioned an artist on Fiverr (whose name I will not mention) for these. They used generative-ai for these, and as a result I've replaced them with genuine, real artwork. I am greatly sorry for this mistake.
## 0.1.4.2

### Forge NO LONGER requires the Immersive Portals dependency, as we have a custom update to 5.2.0 bundled inside of Dreamshift.

  • Fixed players sometimes returning from a Dreamspace at world spawn or underground.
  • Dreamshift now saves the player's last safe position before a slip instead of allowing void falls or portal phasing to overwrite the return point with an unsafe coordinate.
  • Slippage portals track the coordinate before the player's hitbox enters the wall, preventing players from returning inside a wall or on top of.
  • Unsafe return coordinates from older saves are moved to nearby supported ground, and players who respawn after dying in a Dreamspace are returned to their saved reality position.
  • Reality Slippages can no longer spawn inside Dreamspaces, and disabling Slippage Faces now closes their portals, and restores wall collision until the feature is re-enabled.
  • Familiar Backrooms now uses its own dedicated ambience track.
  • Lethal Dreamspace damage now wakes the player before vanilla death can drop items, with a short return grace period & fallback for restoring the stashed inventory.
  • Very rarely would lethal damage cause you to actually die, and lose items.
  • Paragraph Aisle's final task appears after you finish the story.
  • Updated the macOS Immersive Portals and Iris warning to recommend **Legacy Mode** for affected Apple Silicon and older GPUs.
  • Fixed Forge failing to discover bundled dependencies when Dreamshift was installed alongside mods that require MixinExtras 0.5.x or newer.
  • Immersive Portals 5.2.0 remains bundled with Dreamshift on Forge.
## 0.1.4.2

  • Fixed players sometimes returning from a Dreamspace at world spawn or underground.
  • Dreamshift now saves the player's last safe position before a slip instead of allowing void falls or portal phasing to overwrite the return point with an unsafe coordinate.
  • Slippage portals track the coordinate before the player's hitbox enters the wall, preventing players from returning inside a wall or on top of.
  • Unsafe return coordinates from older saves are moved to nearby supported ground, and players who respawn after dying in a Dreamspace are returned to their saved reality position.
  • Reality Slippages can no longer spawn inside Dreamspaces, and disabling Slippage Faces now closes their portals, and restores wall collision until the feature is re-enabled.
  • Familiar Backrooms now uses its own dedicated ambience track.
  • Lethal Dreamspace damage now wakes the player before vanilla death can drop items, with a short return grace period & fallback for restoring the stashed inventory.
  • Very rarely would lethal damage cause you to actually die, and lose items.
  • Paragraph Aisle's final task appears after you finish the story.
  • Updated the macOS Immersive Portals and Iris warning to recommend **Legacy Mode** for affected Apple Silicon and older GPUs.
  • Fixed Forge failing to discover bundled dependencies when Dreamshift was installed alongside mods that require MixinExtras 0.5.x or newer.
  • Immersive Portals 5.2.0 remains bundled with Dreamshift on Forge.
## 0.1.4.1

### Forge NO LONGER requires the Immersive Portals dependency, as we have a custom update to 5.2.0 bundled inside of Dreamshift.

  • Restored the Forge development and release paths around the bundled Immersive Portals 5.2.0 fork.
  • Special thanks to AkoTheSaint for updating Immersive Portals (Forge) to be in parity to Immersive Portals (Fabric)
  • Forge will feel noticeably slower at times than Fabric. Optimization mods may help.
  • Unvisited Dreamspaces are now favored over visited Dreamspaces, making random destinations more varied and giving **The Unwritten Index** a more meaningful record of exploration.
  • Slippages, reality slips, and fractured-tool events now select from each player's least-visited eligible Dreamspaces before applying authored destination weights, preventing constant returns to already explored locations.
  • Retuned natural Reality Slippage timing. The previous 5% roll every 20 seconds had an average wait of 6 minutes 40 seconds and could leave unlucky players waiting for hours.
  • Natural slippages now wait for 2 minutes of eligible play, then roll at 25% every 20 seconds. At 5 minutes, Dreamshift forces repeated spawn attempts until a valid wall is available.
  • Slippages can now spawn when a ceiling is directly above the top of the 1×2 opening.
  • Wall detection validates only the two-block portal footprint and local floor support, allowing more walls to qualify without permitting obstructions inside the opening itself.
  • Disabled random return timers in Unified Oblivion, Dystopian Studio, Dystopic Upbring, Instant LN, Paragraph Aisle, it was cold, and and you were here for me.
  • Scripted-world return policies now take precedence when a Dreamspace is entered through a Reality Slippage portal, leaving each authored encounter or exit in control of the return.
  • Fixed the mod-theme config toggle so disabling it also preserves Minecraft's normal window title and application icon.
  • Expanded Familiar Backrooms captures from 3×3 to 6×6 chunks, with a corresponding 98×98 generated shell.
  • Filtered all command-block success, failure, and system output before it can reach chat in any Dreamspace.
  • Moved Dreamshift's Pale Oak Door fallback out of the minecraft namespace so another backport can own minecraft:pale_oak_door without a registry collision.
  • Added a Pink Lone House recovery branch: if the observer's shove does not send the player over the ledge, a Dreamcatcher finishes the encounter and returns them safely.
  • Extended Unified Oblivion's central levitation command from 15 seconds to 20 seconds.
## 0.1.4.1

  • Unvisited Dreamspaces are now favored over visited Dreamspaces, making random destinations more varied and giving **The Unwritten Index** a more meaningful record of exploration.
  • Slippages, reality slips, and fractured-tool events now select from each player's least-visited eligible Dreamspaces before applying authored destination weights, preventing constant returns to already explored locations.
  • Retuned natural Reality Slippage timing. The previous 5% roll every 20 seconds had an average wait of 6 minutes 40 seconds and could leave unlucky players waiting for hours.
  • Natural slippages now wait for 2 minutes of eligible play, then roll at 25% every 20 seconds. At 5 minutes, Dreamshift forces repeated spawn attempts until a valid wall is available.
  • Slippages can now spawn when a ceiling is directly above the top of the 1×2 opening.
  • Wall detection validates only the two-block portal footprint and local floor support, allowing more walls to qualify without permitting obstructions inside the opening itself.
  • Disabled random return timers in Unified Oblivion, Dystopian Studio, Dystopic Upbring, Instant LN, Paragraph Aisle, it was cold, and and you were here for me.
  • Scripted-world return policies now take precedence when a Dreamspace is entered through a Reality Slippage portal, leaving each authored encounter or exit in control of the return.
  • Fixed the mod-theme config toggle so disabling it also preserves Minecraft's normal window title and application icon.
  • Expanded Familiar Backrooms captures from 3×3 to 6×6 chunks, with a corresponding 98×98 generated shell.
  • Filtered all command-block success, failure, and system output before it can reach chat in any Dreamspace.
  • Moved Dreamshift's Pale Oak Door fallback out of the minecraft namespace so another backport can own minecraft:pale_oak_door without a registry collision.
  • Added a Pink Lone House recovery branch: if the observer's shove does not send the player over the ledge, a Dreamcatcher finishes the encounter and returns them safely.
  • Extended Unified Oblivion's central levitation command from 15 seconds to 20 seconds.
## 0.1.4

0.1.4 is easily Dreamshift's biggest Dreamspace update so far. There's nine new selectable maps, four continuation maps, a generated Dreamspace, the first Still Lifes, custom Dreamspace support, and a ton of fixes and changes underneath everything.

I'm keeping the map descriptions pretty limited on purpose. A lot of these maps have encounters, set pieces, or endings that are better found naturally.

> *Paragraph Aisle has started checking its records. Some books are overdue, and the shelves remember more than they should.*

### New Dreamspaces

  • New selectable maps:** Dystopian Studio, Dystopic Upbring, Esuoh Enol Knip, Instant LN, Motel Treats, Opacitic Lunic, Paragraph Aisle, Rhythm Valley, and Unified Oblivion.
  • New continuation maps:** it was cold, and you were here for me, Enxir, and Opacitic Fruin.
  • Added **Familiar Backrooms**, the first generated Dreamspace. It's built using the Complex's imperfect memory of places players have been before.

### Existing Dreamspace Changes

  • Floating Barn House**, **Mosaic Meters**, and **The Ungate** now have new connections and continuation routes.
  • Journey's Station** and **Angelic Station** have been expanded into a longer connected sequence with new story elements and their own music.
  • Lost Homes**, **What's Above Is Blue**, and **Whirl Gap** all received full scripted encounter passes.
  • Route 66** now has another possible outcome.

### Still Lifes / The Complex

  • Added **Still Lifes**.
  • Still Lifes are player-shaped things that can copy a player's name, skin, and general appearance, but the Complex doesn't always recreate them correctly.
  • They can have different heights, procedural growths, corrupted skins, ambient sounds, and footsteps based on what they're walking on.
  • Packaged Dreamspaces can also place their own authored Still Lifes.

Still Lifes created by the Complex work a little differently from scripted ones. They slowly become aware of the player and use personality-influenced routines instead of just following a basic mob AI. They can hesitate, mess up actions, abandon what they were doing, or behave in ways that don't completely make sense.

Aggressive Still Lifes build on top of that behavior instead of completely replacing it.

Authored and scripted Still Lifes still keep whatever behavior they were designed to have.

  • Added the **Complex Memory** system used by Familiar Backrooms.
  • The Complex remembers broad things players do, like visiting areas, building, mining, and interacting with things.
  • Nearby memories can get grouped together into regions and later reconstructed with different levels of accuracy.
  • It isn't trying to recreate a world perfectly. Missing pieces, mixed memories, and incorrect reconstruction are part of how it works.
  • The Complex does **not** record player inputs, replay controls, or modify the copied player's actual profile.

### Dreamspace Experience

  • Added a new two-stage glitch transition for Dreamspace continuations.
  • Continuation transfers now have synced audio and a more reliable arrival effect.
  • Added short arrival thoughts and encounter objectives for scripted Dreamspaces so it's a little easier to understand what you're supposed to be doing without outright explaining the encounter.
  • Added more Dreamspace and encounter music.
  • Vanilla music is now stopped for the entire Dreamspace visit instead of randomly playing over Dreamshift's ambience.
  • Added a config for Dreamshift's main menu theme. It's enabled by default.
  • Improved continuation routing and authored exits.
  • Player returns should also be safer, especially when multiple people are inside a Dreamspace at once.

### Custom Dreamspaces / Server Stuff

  • Added support for **custom Dreamspace worlds** through the custom_dreamspaces folder.
  • Custom worlds can be added to normal Dreamspace selection without Dreamshift modifying the original world folder.
  • Added an option to preserve reusable Dreamspace progress.
  • Added an option to disable the random return timer for unscripted Dreamspaces.
  • Dreamspace scripts can now send private story text to individual players.
  • Added persistent return rewards, authored observers, and visit-based familiarity support.
  • Backported the Pale Oak Door assets needed by some 1.20.1 Dreamspace palettes.
  • Added operator/debug tools for generating Familiar Backrooms and spawning Still Lifes directly.
  • Reorganized the config screen into General, Reality Slips, Dreamspace, Complex Memory, Still Life, Reality Slippage, and Fractured Tool sections. A bunch of the labels and tooltips were cleaned up too.

### Balance / Fixes / Compatibility

  • Open slippages that nobody enters stay around for 30 seconds before closing.
  • Fixed unscripted Dreamspaces entered through Reality Slippage not getting their configured random return timer.
  • A source slippage now closes as soon as every online player involved in that session has entered.
  • Cleaned up a bunch of orphaned/invalid portal state handling.
  • Fixed natural slippage limits checking the wrong chunk in some cases.
  • This also fixes the limit check when familiarity tracking is disabled.
  • Removed unused save data from bundled Dreamspace templates.
  • Added an optional **legacy slippage mode** for systems that have trouble rendering the destination world through Immersive Portals. You can still travel through the slippage normally, but it'll use the older bright-slit appearance instead of showing the remote world. This should fix shaders on macOS, at the cost of Immersive Portals rendering.
  • Removed all music by A1 due to copyright issues. Happy recording/streaming!
  • Forge now ships with Dreamshift's Immersive Portals 5.2.0 compatibility fork and loads the full common, client, and Forge mixin sets. (Forge coming soon)

[0.1.3] Dreamshift 0.1.3 by multision on Oct 15, 2026
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# 0.1.3

0.1.3 is mostly a stability update for the things that could leave players stuck, lagged, or carrying the wrong state after Dreamspace did something weird.

  • Fixed slippages sometimes staying in the world after their grace period ended. Dreamshift now double checks player dimension changes every server tick, so Immersive Portals entries still get caught even when the usual dimension change event path does not fire.
  • Fixed the multiplayer case where everyone enters the same slippage, returns to the Overworld, and the old portal stays behind as a laggy unusable shell. If every online player has entered that slippage session, Dreamshift now closes the source portal immediately instead of waiting for grace to time out.
  • Fixed old unusable slippage portals being able to survive after the saved slippage marker was already gone. Cleanup now forces the Immersive Portals entity and Dreamspace runtime reference to clear by slippage ID.
  • Fixed broken or invalid slippages skipping part of the normal cleanup path. These now go through the same removal logic as grace-expired slippages, which should stop old portal references from piling up until restart.
  • Fixed a respawn edge case with Dreamspace inventory isolation. If the player has a saved normal inventory snapshot after respawning outside Dreamspace, Dreamshift restores it and clears the old return snapshot instead of leaving the player in a bad inventory state.
  • Fixed Dreamspace environment locking leaking into the Overworld. Dreamspace still holds its authored sky time and weather for players inside it, but Dreamshift no longer writes shared server gamerules, day time, or weather from Dreamspace environment sync, so Overworld days continue and sleeping advances night normally. Saves already affected by older builds may need /gamerule doDaylightCycle true once.
  • Added config options to prevent reusable Dreamspaces from resetting and to disable the random unscripted Dreamspace return timer, giving creators more room to preserve progress and author longer visits.
  • Tuned natural Reality Slippage spawning so checks run every 20 seconds instead of every 10 seconds. The default 5% roll now averages about one successful spawn roll every 6 minutes 40 seconds per player before caps and wall-candidate checks.
  • Changed fresh configs to disable familiarity tracking by default. With familiarity tracking disabled, natural slippages avoid the player's current chunk and only use valid nearby adjacent-chunk wall candidates.

[0.1.2] Dreamshift 0.1.2 by multision on Oct 15, 2026
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# 0.1.2

  • Fixed TIMEZONES in multiplayer. The scripted sequence is shared now, and the Dreamcatcher keeps coming back for the next player instead of ending after one hit.
  • Fixed Unauthorized Church in multiplayer. The Dreamcatcher can keep chasing whoever is left, and the rare ending pulls the others in to watch before sending everyone out.
  • Fixed Route 66 in multiplayer. The hitchhiker keeps going after the next player instead of ending the event after catching one person.
  • Added a config option to allow spawned NPCs and mobs in Dreamspaces for content creators, without enabling natural spawning there.
[0.1.1] Dreamshift 0.1.1 by multision on Oct 15, 2026
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# 0.1.1

  • Fixed bed protection in dreamspaces (this should've been the last thing capable of killing the player in dreamspaces. deaths in dreamspaces cause a lost inventory upon returning to their original dimension)
  • Added config UI tooltips to make the user experience easier.
  • Added **Slip Chance Multiplier** as an option for natural random slips. Random slip rolls now multiply **Random Slip Base Chance** by this value and clamp the effective chance to 1.0; negative values are sanitized to 0.
  • Added **Minimum Days Before Slip** as an option for slippages and random slips. Both triggers now wait until the configured in-game day before starting.
  • Added configurable unscripted Dreamspace return timing with **Unscripted Dreamspace Min Duration Ticks** and **Unscripted Dreamspace Max Duration Ticks**, replacing the previous hardcoded weighted duration buckets.
  • Fixed config values that weren't working.
  • Fixed multiplayer floor slips pulling nearby players in automatically. Random/void slip follow behavior now creates a temporary null-zone bounding box at the original slip location and only starts another player's follow slip if they are inside that box.
  • Fixed Industrial Rebirth in multiplayer. Closing the chest with the rose now pulls nearby eligible players into the same Dystopic Ruins event instead of only slipping the player holding the rose.
  • Fixed Level 7: FLOODED, Whirl Gap, Retired Wish, and Journey's Station from not loading correctly in slippages.
  • Expanded Stale Light for multiplayer exits. When one player drinks it, that player leaves first, then another Stale Light drops where they were if anyone is still inside. This repeats until nobody is left in that Dreamspace.
  • Fixed the Offices Neighborhood event for multiplayer. When the leg drags a player away, the Don't look up paper now drops where they were if friends are still inside, so the event can keep going.
  • Improved visibility of event house in Offices Neighborhood.
  • Fixed Reality Slippage Dreamspaces reusing old state. Each slippage now opens into a fresh temporary Dreamspace instance, and restored stale slippage markers are cleaned up on startup instead of repeatedly reopening portals in the logs.
  • Tweaked debug slippage face creation so /dreamshift slippage commands can bypass the natural per-chunk slippage limit while normal slippage spawning still respects **Max Slippage Faces Per-Chunk**.
  • Updated config documentation and English localization for the new settings and tooltip text.
  • Added Fabric mod contact metadata for the Dreamshift homepage and issue/support link.
  • Refreshed the bundled Dreamshift icon asset.
# Dreamshift Changelog

## 0.1.0 - Initial Release

Dreamshift 0.1.0 is the first public release of the atmospheric horror mod for Minecraft 1.20.1. Reality does not always hold. Walls develop hairline tears that should not be there. Floors stop feeling like floors. Overused tools quietly give out. And sometimes, all of it opens a doorway into a Dreamspace — an authored pocket of somewhere else entirely.

This release introduces Reality Slips, Reality Slippages, Dreamspaces, seamless wall portals, configurable behavior, and builds for both Fabric and Forge.

### Highlights

  • Added **Reality Slips**: moments where the world around you simply stops being solid — a void you fall through, a place you linger too long, a tool that finally breaks down — and you're pulled into a Dreamspace instead of dying or losing your tool.
  • Added **Reality Slippages**: visual glitches in familiar walls. A normal wall can develop a faint, almost-invisible flaw that slowly worsens into a hairline crack, then tears open into a real, walk-through doorway.
  • Added **Dreamspaces**: 19 handcrafted, authored horror locations with their own atmosphere, lighting, weather, and rules, each one a fully separate place you're sent to and safely returned from.
  • Added scripted "someone is in here with you" moments to several Dreamspaces, built on top of normal exploration rather than hostile mobs.

### Reality Slips — falling through a null zone

A Reality Slip is what happens the moment reality stops cooperating. It feels less like a portal and more like the world momentarily forgetting you're standing in it — vision darkens, control gets heavy for a second or two, and then you're standing somewhere else. Slips can currently happen from:

  • Falling toward the bottom of the world (the void). Instead of dying, you slip.
  • Sheer chance, rarely, while just playing normally.
  • Walking through an open Reality Slippage doorway.
  • A Fractured Tool finally giving out near you (see below).
  • The /dreamshift slip command, for testing.

Slips are intentionally rare, sudden, and a little disorienting. You are returned to your exact original location and your normal inventory afterward — nothing is lost permanently.

### Reality Slippages — when a wall looks wrong

Reality Slippage is the other side of the same phenomenon: instead of the floor giving out under you, a wall itself starts to fail.

A slippage quietly appears on a normal wall in a place you've spent time in. At first it's nothing — completely invisible, just data the game is keeping an eye on. Watch it long enough and it becomes a faint, dormant flaw. Linger near it more and it starts to visibly crack. Eventually it breaches: a real, narrow vertical tear opens straight through the wall, and you can see and walk through to whatever's on the other side.

  • Slippages only ever appear on solid, ordinary-looking walls — never floors or ceilings, and never as a separate "weird block." The wall stays the wall until the moment it actually tears open.
  • Once torn open, the doorway renders as an actual seamless view into the Dreamspace beyond, not a flat texture.
  • Slippages are one-way and one-use: once you step through, that tear closes behind you for good.
  • Slippage activity is restricted to the Overworld by default and is fully configurable.
  • Players on Sodium (Fabric) get the same clean torn-wall visual as everyone else.

### Dreamspaces

Each Dreamspace is its own authored location with its own mood: fixed lighting, locked weather, isolated music, and rules that don't follow normal Minecraft logic. You're sent into one at random whenever a Slip or Slippage completes, and brought back to the real world exactly where you left it once you're done (or once you don't make it out the normal way).

The current archive of accessible Dreamspaces:

  • Angelic Station
  • Familiar Eye Exam
  • Floating Barn House
  • Frutigo Aero
  • Level 7 FLOODED
  • Lone Theatre
  • Lost Homes
  • Mosaic Meters
  • Mossy Rooms
  • Offices Neighborhood
  • Overgrowth
  • Pink Lone House
  • Retired Wish
  • The Ungate
  • TIMEZONES
  • Unauthorized Church
  • What's Above Is Blue
  • Whirl Gap
  • Dystopic Ruins (entered only through the Industrial Rebirth event below — never by random chance)

A handful of these — Pink Lone House, TIMEZONES, Offices Neighborhood, Unauthorized Church, and Dystopic Ruins — go further than empty atmosphere. Something in them notices you. What that turns into is best discovered in-game.

### The Industrial Rebirth Event

Dystopic Ruins isn't entered like other Dreamspaces — it has its own dedicated trigger, found through normal loot.

A rare, custom-named Wither Rose called **"Industrial Rebirth"** can occasionally turn up in village chests. It looks and acts like ordinary loot until you close a chest while still holding it. That chest-close doesn't behave normally: instead of just shutting the lid, it quietly starts pulling you into a Reality Slip, and a few seconds later you arrive in Dystopic Ruins still holding the rose.

In short: finding "Industrial Rebirth" turns the next chest you close into a doorway instead of a chest. It's a very rare drop and easy to miss the first time it happens.

### Fractured Tools

Crafting tables, furnaces, blast furnaces, and smokers can wear thin if you lean on them too hard.

Every workstation of these types quietly keeps track of how much you've used it. Use one heavily enough, and every so often the game rolls a chance for it to become a **Fractured Tool**: a workstation that has been used so much it starts to come apart from reality itself. A Fractured Tool doesn't look obviously different at first, but anyone who stays close to it for too long risks Slipping straight into a Dreamspace mid-task.

Fractured Tools are intentionally uncommon and tied to genuine heavy use, not a punishment for normal crafting or smelting. The feature can be tuned or turned off entirely in the config.

### Commands

  • /dreamshift debug for diagnostic state checks.
  • /dreamshift slip for controlled slip testing.
  • /dreamshift return for returning from a Dreamspace to your stored Overworld coordinates.
  • /dreamshift slippage list for inspecting nearby slippage markers.
  • /dreamshift slippage force-state PORTAL_OPEN for forcing a slippage doorway open for testing.
  • /dreamshift reloadconfig for reloading configuration after edits.

### Configuration

  • Added Cloth Config Auto Config support, with an in-game config screen when Mod Menu is installed.
  • Added a generated config file at config/dreamshift.json.
  • Added toggles for Reality Slips, Dreamspace transitions, debug commands, and debug logging.
  • Added settings for void slips, random slips, Slippage frequency and rarity, Fractured Tool usage thresholds and frequency, transition timing, ambience, and Immersive Portals compatibility.

### Loader Support

  • Added Fabric build for Minecraft 1.20.1.
  • Added Forge build for Minecraft 1.20.1.
  • Requires Java 17.

### Dependencies

Fabric:

  • Fabric Loader 0.14.23+
  • Fabric API 0.90.4+1.20.1
  • Architectury API 9.1.12+
  • Cloth Config API 11.1.106+
  • Immersive Portals 3.3.9+

Forge:

  • Forge 47.2.1+
  • Architectury API 9.1.12+
  • Cloth Config API 11.1.106+
  • Immersive Portals Forge 3.0.1+

Optional:

  • Mod Menu 7.2.2+ on Fabric for easier configuration access.

### Notes

  • Dreamshift is distributed through Modrinth and CurseForge.
  • The mod is not open source.
  • This is the initial release, so balance, rarity, and Dreamspace behavior may change in later versions.

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