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TREPIDATION Reviews
An interesting take on speedrunning
Starting off strong, the current state of this mod pack is impressive, laying a solid foundation for future growth. Not only is it a reverse playthrough experience, but it very much resonates with a single word: Escape. Once you play for a while you very quickly realize that this isn’t a finished mod pack yet, which is completely acceptable considering what it currently offers and what it could bring to the table. It successfully builds a sense of challenge and danger with every step, encouraging risky maneuvers for faster progress at the cost of potentially losing everything.
The overall difficulty and balance I would say is a mixed bag. While there are enjoyable mechanics and adaptable play styles, some of the enemies currently feel skewed when it comes to gameplay. For example, the basic Flayed enemies are well-designed as swarm-type mobs, but their damage output makes them disproportionately threatening, even when encountered alone. On the other hand, newer mobs like the Revenants strike a good balance. They aren’t overly fast but can blink to the player, staying close. Their low damage output combined with a moderate HP pool makes them deceptively dangerous if you allow them to swarm.
The look and feel of the Nether and other biomes provide a massive level of immersion. However, there are a few areas that could be refined, such as the Erebus. Transitioning from the brightly lit Nether into pitch darkness feels abrupt, especially when considering the presence of the Deep Dark. For a location that has a ton of plants and wildlife, it’d be nice to see even a bit of base lighting, even if only dim light.
I will say that I was unable to experience the full potential of the mod pack due to the heavy shader pack provided, which can be demanding on system resources, particularly for AMD users (Nvidia users may have a smoother experience.) It might be worth seeing if the pack can’t support a few different types of shader packs, ranging from the default one it uses now to a much lightweight variant of it. This would allow for a good amount of players to still get the feel and effects the shaders provide, which I feel is a major key to the level of immersion this mod pack can provide.
In terms of replayability, this mod pack seems best suited for speedrunners rather than casual players. However, I do feel that it’s a good pack for everyone to at least try once or twice. Even for a casual Minecraft player, this could be viewed as a “Dark Souls” level speedrun pack, which can provide a different experience than you’d be used to. That being said, in no way does this factor detract the quality the mod pack provides. The mod pack’s mechanics, such as death systems and the one-hour time limit, are perfectly tailored for speedrunning, achieving their intended purpose seamlessly.
The only other point of information I’d like to see touched up on is the documentation. While the existing guide book covers basic information, I feel that it misses some crucial information for progression, especially since newer updates introduce new mechanics, mobs, and routes. I do agree that some of the information can be discovered simply by playing the game long enough, I also feel that your standard player isn’t going to want that trial and error experience, especially in a speedrun setting.
Overall, this is a strong mod pack deserving an 8.5/10 in its current state. I can easily see it reaching a 9 to 9.5/10 with continued development. Though there are areas that need fine-tuning, the progress it’s had so far suggests these can be fixed and/or improved upon in the future. Definitely worth taking a look at!
Not quite sure what makes this a roguelike, but it's not everyone's cup of tea.
Gameplay
I can see the appeal, but it’s not your typical type of roguelike that features dungeons and procedurally generated rooms/maps. Additionally, I came into this modpack with vastly different expectations judging from the modpack’s CF page, but they were unfortunately not met. The respawn nearby system is also a huge pain because it doesn’t account for y-level at all.
Aesthetics
The aesthetics are nice to look at, but it’s often hard to see many things with the default selected visuals intended for the modpack.
Performance and Stability
“Stopped watching the game log because the log length surpassed 100000 lines. You may have to fix your mods because the game is still logging to files and likely wasting harddrive space at an alarming rate!”
Response from developer
Hey Kale! Thanks for taking time to write a review 🙂
I see what you mean about not having typical roguelike features. That is something I definitely want to expand on, though personally I don’t believe roguelikes have to be limited to “dungeons/rooms”. Look at Risk of Rain 2 for example, those maps aren’t even procedural. Either way, adding unique dungeon-like structures is on my list for every dimension. I think the Erebus progression will be more alike typical roguelikes.
What were some of the differences from the CF page? Some of it is written based on what the final pack will look like, as progression is heavily WIP, but I do believe a lot of it is there. TREPIDATION has lots of extra items and ways to play the game outside of the typical progression if you have a keen eye and explore!
The respawn nearby feature definitely needs work. It was a commission from another person for the 1.12 community, but I’ll see if I can fine-tune it. I think it’s a pretty useful feature either way that I haven’t seen done in other modpacks.
What specifically was difficult to see? The Nether is pretty bright if you ask me. The Erebus is dark but you can see pretty far away in most situations, and the Deep Dark, is well… dark! In the Nether specifically, almost every texture was changed or custom designed specifically for TREPIDATION.
The log spam you mention is an issue directly related to the Prism launcher. If you open the pack on CurseForge, you will not get the log spam issue. https://github.com/PrismLauncher/PrismLauncher/issues/2456
Feel free to edit your review or ping me on Discord! Thanks!
– Mari
This modpack is pure suffering
Never playing this shit again.
This modpack gave me only feelings of rage, stress and paranoia.
The gameplay can be summarized in: Suffer, Learn, Suffer, Learn, Suffer….
You die a lot, theres a ton of bullshit mechanics and everything in the modpack is designed specifically to ruin your day in the most horrible way possible.
It’s by far the most well made modpack i ever saw in my life, transforming the minecraft into an entirely different game. This however, only proves that humans are best only at one thing and thats destroying everything around them and making more terrifying torture methods than already were.
The fact that this modpack exists is a staple that the God either does not exist or doesnt care about humanity as a whole. This is a crime against nature, my sanity and everyone who will ever play it.
If hell exists, playing this modpack is the deepest circle of it.
Overall, solid 10/10, enjoyed it a lot(except the moments when i didnt)
Gameplay could benefit from a little more depth though.
>:3

Something Ive never tried before
A unique idea that comes off far scarier than I thought possible in MC. From the juggernauts in the nether to the weeping angels in the deep dark it is a terrifying and heat pounding mod pack! I don’t think any other mod pack as made me jump and scream more than this one. The speedrun aspect is amazing! so many things can go wrong at every turn you’ll never know if you can be able to relax for a moment. The combat system is so cool as well! With the new animations and different weapons. Not to mention the movement mechanics! Combining the dashes with your double jump to get around quickly while being able to avoid fall damage if done right works wonders while youre being chased by a horde of enemies. THE NEW BOSS! its a nightmare!! my booty has never been more clenched than fighting a giant whither boss in the middle of a lake of lava as he destroys blocks as he chases you.
All in all this modpack is an amazingly unique take of what a modpack can be. It still has ways to go with more items / bosses / places to explore and I can not wait to see this modpack become one of the top modpacks!! I highly recommend anyone to try this out alone or with friends!!!

A modpack (made) with blood, sweat and tears
[self-review!]
I’ve been developing TREPIDATION since 2021, and what a ride it’s been! I’m really proud of my work so far but also think this pack has a long way to go. Honestly, I had no idea trepidation would be this fun when I first started working on it. Hell, I had no idea *minecraft* could be this fun, especially the combat! Yes yes yes, of course I’m biased, but if I wasn’t having fun in my own pack, I wouldn’t give a damn about developing it anymore. Everything from the combat and movement just feels so fluid and satisfying. If you’ve played doom eternal, you’ll know what I’m talking about. I want to continue to build on that.
A massive focus on the pack has also been horror. A lot of people have gave feedback and debated if a pack or game can really combine speedrunning and horror, I’m still of the camp that yes, it can. Let me talk about my reasoning.
I don’t believe that just because this is categorized as a “horror modpack” means that the entire playthrough of the pack must be always invoke the feeling of horror. Good horror has a mix and explores other avenues. While I understand the main point is that much of the horror is mitigated by the ability to just i-frame and dash away, I don’t actually think that detracts from the overall scary experience.
Look up the meaning of trepidation: “tremulous fear, alarm, or agitation; perturbation.” That is exactly the kind of feeling I want to invoke in the pack. It’s the feeling of going up to fight a Blazing Juggernaut but then quickly realizing they are avoiding all your attacks and do massive damage. It’s the feeling of walking around the Erebus in the darkness and hearing a crawly noise get louder and louder. Yes, you dash away from these situations, but what makes it so much scarier is that **you have control**. Outlast and Resident Evil isn’t scary only because of the gruesome scenes or the setting, it’s scary because of the chase scenes and it’s easy to get lost or mess up mechanically. It’s all in your control and your fear can easily put you in a bad situation. In TREPIDATION, giving the player so many options to escape makes your brain fire off many thoughts as once, making you panic and be more prone to mistakes as you decide where to dash away to or if you should hide in a hole or what ability to use. The amount of times I’ve ended up in worse situations because of my panic…
I feel like that’s the key word, **panic**. That’s the feeling I like to provoke in every dimension. Just pushing “w” to run away in a game like Minecraft doesn’t really put you in a panic state as much doing parkour moves while dodging and keeping track of 18 things all at once does. Dashing away quickly puts you in situations you’d rather not be in sometimes because of your panic state, and so you have to dash away more until eventually you’ve panicked so much that you’re out of dashes. *That’s* when the horror sets in, the feeling that all this power you had is suddenly gone, and you feel helpless and desperate. It’s only going to get better as more mobs get custom abilities and as the dimensions get more content and become polished. The feeling of terror (as in suspense and dread) is there, but not nearly as much as I’d like it to be, so I have ideas for that as well.
But anyway, I just wanted to talk about that. Go play TREPIDATION and shit your pants like I have so many times during development and testing 😭
Highly Innovative, Invigorating
Disclaimer: I was (Discord role) compensated for this review (regardless of the contents of said review).
Disclaimer: I have claimed a bounty on finding an exploit for this pack.
This pack is unique in the experience it provides. It’s highly reminiscent of the early days of a Minecraft speedrunning meta, where you didn’t reset a run on a trivial mistake and nether fortresses were the primary focus. The pack is most feature-compete for the nether so I have played mostly and will focus on that.
Once I learned from external sources how to progress in the pack (a bit unintuitive to figure out), it was rather easy to get a hold of. Looting a fortress, gathering resources here and there, summoning the wither, and fighting him in the cage was a fun loop that didn’t feel too random. The mobs were best dealt with running away, making the pack feel more fast-paced, though there are a variety of strategies that are effective to deal with mobs besides just kiting, which I am highly appreciative of.
Right now it’s a bit of a short pack that gets its wings from replayability, which is currently a bit low given there are only about 15 minutes of gameplay finished, but as the pack shapes up I think things will fall into place rather quickly.
Takes up a bit more resources than your standard 1.12.2 pack. I softlocked my entire system several times because I left another app open with it.
Having art direction be under the hands of the modpack to such a degree is invigorating. Curious to see where it ends up.
The scepters and future items needed to progress should come pre-bookmarked in JEI in my opinion.
I’d happily check it out after every major dimension update in the future. This was a fun pack.



