• • 7/7/25 4:58 pm • 1 logs
- 5.7k views • 8 today
- save_alt 769 downloads • 2 today
- Progress
- 100% complete
217
Staticaphobia Is a Multiplayer Maze Experience. Set in an Abandoned Brutalist Medical Facility with a Dark Past.
You are an Urban Explorer who's struggling for Cash. You and your friends find an empty concrete plaza in a forgotten part of the city and decide to break in. Yet the building is not as empty as it seems...
This game uses a custom resource pack and datapack to function. There are 10 pregenerated levels that scale in difficulty and size. Instructions for generating new random levels are included within the game.
This game can be played in multiplayer or singleplayer.
Setup Instructions:
Unzip the folder into %appdata%> roaming > .minecraft > saves
Remove the folder "StaticaPhobia Resource Pack" and put it in %appdata%> roaming > .minecraft > resourcepacks
unzip the resource pack and then enable it in game. Load up the save in singleplayer OR install it on a server and play with friends (3-4 reccomended)
Reccomended laucher:
- Insanity Shaders is HEAVILY reccomended for this map. Install Optifine for 1.21.4 or your preferred shaders compatible launcher.
Optifine:
OPTIFINE
Insanity Shaders:
Insanity Shaders

Monsters:
Each Monster in the game can be avoided once you learn its patterns. All monsters link to sight or sound in some way, your goal is to avoid them until they disappear. Items can be bought from The vending machine in each level or the secret shop in the lobby which will make avoiding the monster easier.
Further instructions can be found within the game.
If you enjoy this game, please consider supporting me on Patreon or Subscribing on Youtube
Feel free to record your gameplay and upload on youtube, however please provide credit and do not redistribute the download.
If you encounter any issues please comment on this page and I will get back to you as soon as I can :)
enjoy :3

Monsters:
A variety of Monsters will come across you in the facility. Each one has a behaviour linked to sight and sound. Once you learn these patterns every monster can be avoided. Upgrades can be bought at vending machines and shops within the game, these make it easier to avoid / detect the monsters.
This game was created by Cult of MJ in ~50 hours. Consider supporting on Patreon or subscribing on Youtube.
DEV VIDEO:
https://youtu.be/EpnQIF8Mbwc?si=oYlc92RnuUEYQo8P
Any issues please open a comment thread, however it may take time to reach your request :)
Enjoy :)
1 Update Logs
StaticaPhobia Version 2 : by CultOfHappiness 07/07/2025 4:58:44 pmJuly 7, 2025 @ 8:58 pm UTC
Large update fixing a lot of issues brought up in player feedback.
- ambient sounds
- improved flashlights
-redesign of first 5 levels
- lobby expansion
- 3 new game modes
- new camera item
- monsters tweaked
- improved ui elements and instructions
- ambient sounds
- improved flashlights
-redesign of first 5 levels
- lobby expansion
- 3 new game modes
- new camera item
- monsters tweaked
- improved ui elements and instructions
More like this
6620977
2


Have something to say?
I'm a bit conflicted about this map. It has a cool defined brutalist visual approach, it has procedural level generation, cool ass models, custom monster behavior... Overall highly technical stuff!
But the core of gameplay... It didn't click for me.
First, the atmosphere feels very empty without ambiance sounds or particles. The main gameplay of just running around in looong corridors gets stale very quickly. Maybe it gets better later, but first 3 levels have to convince me... In your dev video you play an ambiance in the background. That would instantly create a mood in game!
The encounters with the monsters (i got crawler thing, shy guy, tall creepy man & the children) felt a bit underwhelming... In this setup, you just randomly encounter them (sometimes they litterally spawn behind you) without any anticipation...
What I believe would work great is having hints about their presence first, and clues about how to survive scattered in said level. Add a story to the levels. What happened there ?
Having a portal send you to a level without even naming a place and just telling me to 'do this' doesn't really put me in a story... Really, where am I ? Your creatures are amazing, so having levels happening in very distinctive parts of a complex would have worked amazingly ; like a level in a hospital maternity for the children for instance. Right now, the levels (at least the first 3) felt like an excuse to encounter some creatures, when it should be the opposite. The procedural aspect too makes the levels very undistinguishable, and even in the 3 first levels I felt a deja-vu multiple times.
Last thing, the lobby. With that immense space, you could have had all the entrances to the future levels there, that only open after the previous level has been completed. Also why is the shop hidden like that ? lol
In short, I think the map has a very unique cool dinstinctive visual idea, and a great list of monsters to encounter. But the barren level design and lack of story or anticipation doesn't allow me to really resonate with what I'm doing.
Anyway, If you ever happen to make another project, I'd love to help with playtests or even doing sound design, which is crucial for horror to me. Cheers
As for storyline, there is a series of journal entries you can find around the map, usually located close to your goals, which tells the story of the inhumane experiments that happened there, which led to the monsters that you now face. There is also some text in the lobby explaining why the player is there.
The lobby shop is poorly placed I agree however it felt like the right spot to put it in, nestled away down by the train tracks. However from a gameplay perspective I completely understand how that could be frustrating.
I think I put too much emphasis on the procedural generation of the levels, when in reality I should've preconstructed them manually to be more user friendly to the player and to give each level a distinct theme.
thank you again for the feedback, it's rare to hear what people actually think of the maps I make :)
then you will have access to the gamemode switcher