Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details

Xenogenesis is a biomechanical horror mod inspired by
Alien (1979), Prometheus, and the disturbing art of H. R. Giger.
Beneath the world, something waits.

Xenogenesis transforms the underground into a place of ancient design and living machinery.
Hidden far below the surface are sealed structures—black stone, organic shapes, and chambers that breathe softly in the dark.
These places were not built to be found.
Within them lies a parasitic life cycle engineered with purpose. Eggs remain dormant until disturbed. Creatures do not roam freely—they are released. Once awakened, the infection spreads through hosts, reshaping flesh into something violent, efficient, and unmistakably alien.
The mod avoids surface-level chaos and instead focuses on slow discovery, biological horror, and irreversible consequences.

- Deep underground biomechanical structures
- Organic egg chambers containing parasitic organisms
- Facehugger-style creatures that seek living hosts
- Host-based incubation and violent emergence
- Adult organisms capable of converting biomass into new eggs
- Emphasis on tension, atmosphere, and rarity
- No random surface spawning or arcade-style encounters

Screenshots, GIFs, and videos showcasing structures, creatures, and encounters will appear here.

- Minecraft versions: Latest supported version only
- Mod loaders: Fabric, NeoForge
- Multiplayer: Supported
- Modpacks: Compatible with most packs unless otherwise stated

What Minecraft versions does this mod support?
Xenogenesis is developed for the latest Minecraft version. Older versions are not and will not be maintained.
Will this be ported to older versions or other loaders?
No. The mod is intentionally focused on its supported platforms only; however, this may change post-release.
Can I include this mod in a modpack?
Yes. Modpacks hosted on CurseForge or Modrinth are allowed.
Can I make videos or showcases?
Yes. Showcases, streams, and videos are welcome.
Will you add guns, queens, tameable creatures, or sci-fi tech?
Yes. Xenogenesis deliberately is made to have firearms, advanced technology, hive mechanics, and tameable organisms added to preserve its horror-focused identity but also allow player to have their own individual experience.
How do I encounter the creatures?
By exploring deep underground and disturbing structures that were never meant to be opened.
What happens if I get infected?
Some infections can be treated if discovered early. Others are permanent and lethal.

- Download the correct loader version
- Install required dependencies if listed
- Place the mod file in your
modsfolder - Launch Minecraft

Configuration options are intentionally limited. Balance and behaviour are designed to maintain unpredictability and tension rather than player control.

Currently available in English. Community translations may be supported in the future.

⚠️ Development Disclaimer
This mod is developed iteratively over a long period of time.
Early releases are experimental and intentionally limited in scope.
Features, mechanics, balance, creatures, and timelines may change, be delayed, split, or reworked as development continues.
Not all listed features are guaranteed for a specific version.
Roadmap Overview
| Phase | Focus |
|---|---|
| Phase 0 | Visual foundation |
| Phase I | Structures & atmosphere |
| Phase II | Biology & organisms |
| Phase III | Infection & interaction |
| Phase IV | Life cycle systems |
| Phase V | Core survival gameplay |
| Phase VI | World integration |
| Phase VII | Species divergence |
| Phase VIII | Environmental pressure |
| Phase IX | Player response |
| Phase X | Lore & creators |
| Phase XI | Heavy equipment |
| Phase XII | Control & ethics |
| Phase XIII | Refinement |
| Phase XIV | Evolution |
Detailed Roadmap
v0.1.0 — Phase 0: Containment
| Field | Details |
|---|---|
| Scope | Visual Foundation |
| Availability | Creative-only |
| Modrinth Tag | foundation |
| What’s Included | |
| Biomechanical blocks | |
| Alien-inspired decorative assets | |
| Walls, floors, pipes, resin | |
| Early texture language | |
| Placeholder models | |
| No crafting | |
| No entities | |
| No survival gameplay |
v0.2.0 — Phase I: Dormancy
| Field | Details |
|---|---|
| Scope | Structures |
| Availability | Creative-only |
| Modrinth Tag | structures-alpha |
| What’s Included | |
| Underground structure shells | |
| Derelict corridors | |
| Empty chambers | |
| No loot | |
| No world generation | |
| No entities |
v0.3.0 — Phase I-B: Signals Detected
| Field | Details |
|---|---|
| Scope | Atmosphere |
| Availability | Creative-only |
| Modrinth Tag | atmosphere-alpha |
| What’s Included | |
| Ambient sound layers | |
| Flickering light blocks | |
| Subtle visual cues | |
| No interaction | |
| No danger |
v0.4.0 — Phase II: Biological Assets
| Field | Details |
|---|---|
| Scope | Entities (Static) |
| Availability | Creative-only |
| Modrinth Tag | entities-alpha |
| What’s Included | |
| Xenomorph egg blocks | |
| Dormant organisms | |
| Decorative corpses | |
| Resin growths | |
| No AI | |
| No interaction |
v0.5.0 — Phase II-B: Movement
| Field | Details |
|---|---|
| Scope | Basic AI |
| Availability | Experimental |
| Modrinth Tag | ai-prototype |
| What’s Included | |
| Facehugger movement | |
| Limited pathfinding | |
| Simple detection | |
| No infection | |
| No combat |
v0.6.0 — Phase III: First Contact
| Field | Details |
|---|---|
| Scope | Interaction |
| Availability | Experimental |
| Modrinth Tag | interaction-alpha |
| What’s Included | |
| Trigger-based hostility | |
| Player detection | |
| Early balancing | |
| Unstable behavior |
v0.7.0 — Phase III-B: Incubation
| Field | Details |
|---|---|
| Scope | Infection System |
| Availability | Experimental |
| Modrinth Tag | infection-alpha |
| What’s Included | |
| Facehugger attachment | |
| Incubation timers | |
| Placeholder outcomes | |
| No countermeasures |
v0.8.0 — Phase IV: Emergence
| Field | Details |
|---|---|
| Scope | Life Cycle |
| Availability | Survival (Limited) |
| Modrinth Tag | lifecycle-alpha |
| What’s Included | |
| Chestburst-style emergence | |
| Entity replacement logic | |
| Death-based events | |
| Highly unbalanced |
v0.9.0 — Phase IV-B: Closed Loop
| Field | Details |
|---|---|
| Scope | Systems |
| Availability | Survival (Limited) |
| Modrinth Tag | systems-alpha |
| What’s Included | |
| Egg creation | |
| Propagation rules | |
| Spawn conditions | |
| Minimal player agency |
v1.0.0 — Phase V: Release
| Field | Details |
|---|---|
| Scope | Core Gameplay |
| Availability | Survival |
| Modrinth Tag | initial-release |
| What’s Included | |
| Balanced encounters | |
| Survival viability | |
| Stability pass | |
| First recommended survival version |
v1.1.0 — Phase VI: Sealed Below
| Field | Details |
|---|---|
| Scope | World Generation |
| Availability | Survival |
| Modrinth Tag | worldgen |
| What’s Included | |
| Full underground structures | |
| Loot tables | |
| Natural spawning | |
| Rare encounter pacing |
v1.2.x — Phase VII: Divergence
| Field | Details |
|---|---|
| Scope | Species Expansion |
| Availability | Survival |
| Modrinth Tag | organism-expansion |
| What’s Included | |
| Xenomorph types added gradually | |
| AVP-canon creatures | |
| Each species in separate updates | |
| Unique behaviors per type |
v1.3.x — Phase VIII: Environmental Pressure
| Field | Details |
|---|---|
| Scope | Atmosphere Systems |
| Availability | Survival |
| Modrinth Tag | atmosphere |
| What’s Included | |
| Structure-specific effects | |
| Advanced sound layering | |
| Tension mechanics | |
| Environmental danger |
v1.4.x — Phase IX: Survival Response
| Field | Details |
|---|---|
| Scope | Player Tools |
| Availability | Survival |
| Modrinth Tag | gameplay |
| What’s Included | |
| Early firearms | |
| Limited ammunition | |
| High-risk combat | |
| No power creep |
v1.5.x — Phase X: Echoes of the Makers
| Field | Details |
|---|---|
| Scope | Lore |
| Availability | Survival |
| Modrinth Tag | lore |
| What’s Included | |
| Engineer-style ruins | |
| Environmental storytelling | |
| Visual narrative | |
| No exposition dumps |
v2.x — Phase XI: Armament
| Field | Details |
|---|---|
| Scope | Equipment |
| Availability | Survival |
| Modrinth Tag | equipment |
| What’s Included | |
| Power armour | |
| Heavy firearms | |
| High resource cost | |
| Late-game only |
v3.x — Phase XII: Control
| Field | Details |
|---|---|
| Scope | Advanced Systems |
| Availability | Survival |
| Modrinth Tag | advanced-systems |
| What’s Included | |
| Tameable or controllable xenomorphs | |
| Severe restrictions | |
| Ethical trade-offs | |
| High failure risk |
Ongoing — Phase XIII: Refinement
| Field | Details |
|---|---|
| Scope | Quality of Life |
| Availability | All |
| Modrinth Tag | qol |
| What’s Included | |
| Texture improvements | |
| Model updates | |
| AI refinements | |
| Performance optimization | |
| Accessibility improvements |
Future — Phase XIV: Evolution
| Field | Details |
|---|---|
| Scope | Major Expansion |
| Availability | Survival |
| Modrinth Tag | major-expansion |
| What’s Included | |
| New alien species | |
| Alien: Earth series organisms | |
| New structure classes | |
| Evolution paths | |
| Long-term ecosystem changes |

- Not designed for fast-paced combat
- Encounters are rare by design
- Horror-focused pacing may not suit all players

Inspired by:



