Among Us in Minecraft banner

Among Us in Minecraft

23 devlogs
244h 24m 42s

A fully customizable Minecraft plugin that brings the social deduction gameplay of Among Us to life — complete with unique roles, abilities, tasks, sabotages, and dynamic game systems. (The time is only the coding time from Hackatime, no time test…

A fully customizable Minecraft plugin that brings the social deduction gameplay of Among Us to life — complete with unique roles, abilities, tasks, sabotages, and dynamic game systems. (The time is only the coding time from Hackatime, no time testing in Minecraft is included)

This project uses AI

I use JetBrains AI (integrated into IntelliJ IDEA). Primarily for documentation, commit descriptions, and pull requests. However, I also have cursor suggestions enabled. Furthermore, I sometimes use it for brainstorming and code review. The Banner was generated with ai.

Demo Repository

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Fantamomo

Twenty-second devlog for my Among Us in Minecraft project

This update focuses on action logging, log uploads, and chat restriction improvements.

The biggest addition is ActionLog: A logging system that records (nearly) everything that happens during a game. Every logged event is stored in a structured format with timestamps, making it much easier to debug issues and analyze gameplay. The system covers game events (start, end, phase transitions, host changes, countdowns), player actions (joins, disconnects, deaths), role and ability usage, task assignments and completions, meeting and voting, settings changes, and gameplay interactions like vents, cameras, morphs, ghost form, sabotages, and chat. An ActionLogManager handles registration and persistence, and each entry is serialized to JSON with a createdAt timestamp and optional customData for additional metadata.

Inspired by Spark, at the end of a game the plugin can now automatically upload the ActionLog to a server. The server itself is a small Node.js app (still local-only for now) that stores each log and assigns a unique 16-character hex code. Logs are accessible via a web interface at /log/<code> or as raw JSON at /raw/<code>, and are automatically deleted after one hour. It’s still under construction.

On the chat side, a new DISABLE_MESSAGES_RESTRICTION setting was added, giving hosts the option to turn off in-game chat restrictions entirely. That is for games where the host wants to explain how everything works.

Finally, the /me command is now blocked in-game.

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Fantamomo

Twenty-first devlog for my Among Us in Minecraft project

This update focuses on logging, console cleanup, and smaller fixes.

A LogFilter was added to suppress “unrecognized recipe” errors that were spamming the console, these were caused internally by the voting system. Logging was also expanded throughout the codebase: game lifecycle events, meeting start/end (who gets ejected), chat messages, world unloading, entity cleanup, and morph skin generation duration. On load the plugin prints its version and last Git commit hash, making it easier to trace exactly which build is running.

A few fixes came from my reviewer’s video: live and dead players now see different action bars during meetings, a missing translation key for dead players by EatBodyAbility (which caused some more bugs) was added, and ability error messages were improved to prevent that in the future.

The documentation was expanded with a new lobby section explaining management commands, wardrobe customization, and invite instructions.

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Aarav J

Tagged your project as well cooked!

🔥 Aarav J marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)

Fantamomo

Twentieth devlog for my Among Us in Minecraft project

The Executioner joins the neutral roles – their goal is to get their assigned target ejected during a meeting, and
they only win if that happens while they’re still alive. A new WinCheckPhase system separates when different role win conditions are evaluated.

At the end of a game, roles now show role-specific stats in the results screen - vents created, players doused, bodies
eaten, and more.

Other changes: the settings UI now has a toggle for whether a change gets added to the “recently changed”
list, player name matching is now case-insensitive, and players are properly removed from the tab list on disconnect or
game end.

The documentation was expanded with full team descriptions for Crewmates, Impostors, and Neutrals, plus a dedicated
Executioner guide and demo server troubleshooting steps.

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Fantamomo

Nineteenth devlog for my Among Us in Minecraft project

This update focuses on meeting improvements, ability polish, and several system fixes.

Meetings received one addition: voting now shows a detailed breakdown with optional anonymous voting at the end of the meeting

Ability items now show a tooltip in the inventory explaining exactly what’s required to use them, like not being in a vent or being alive.

A new invite subcommand lets hosts invite players to their lobby via a clickable in-game message.

LastPlayerLocationManager fixes a bug where players whose server stopped mid-game were teleported to random coordinates in the default world, since the world where they previous were, has been deleted. Now the plugin remembers where they were before joining the game and returns them there.

The localization system was fixed: previously all languages were stored in a set, causing English to almost always win, even when German was registered. Now locale fallback works correctly, so a player with de_CH gets German translations instead of falling back to English.

Finally, a new SpeedModification was added, and the Gradle build got caching improvements for faster build times.

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Fantamomo

Eighteenth devlog for my Among Us in Minecraft project

This update focuses on stability fixes, world management, and internal refactoring.

Ability items now support a clickDelay. This fixes a bug where high-latency players couldn’t stay in the Phantom’s ghost form, due that the server registered their single click as two, immediately toggling it back off.

GameArea now stores a worldFolder path, allowing servers to run games in worlds that aren’t currently loaded. Previously the plugin needed the world loaded just to locate its folder, now the path is stored directly in the area.

The player selector was improved in two ways: @r now correctly picks a random player instead of just grabbing the first result (which in most cases was the sender), and senders now get a proper error message when selecting a player who isn’t part of an Among Us game, previously it just said “No player found”, which was misleading.

The Communications sabotage rendering bug was fixed. Player heads previously showed the default skin and were completely offset from their correct position because BlockDisplay doesn’t support skulls. Switching to ItemDisplay fixed that, but it uses an entirely different coordinate system, requiring per-rotation placement for every head orientation.

Meeting kick handling was also fixed: Players watching an ejection could right-click, triggering a SELF_INTERACTION kick that incorrectly removed them from the game.

Finally, the project is now licensed under the Apache License 2.0.

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Fantamomo

Seventeenth devlog for my Among Us in Minecraft project

This update focuses on death tracking, rejoin stability, command polish, and documentation.

A new DeadReason system tracks why players died — murder, ejection, disconnect, command, or suicide. The win message at the end of a game now shows each player’s role and cause of death if they died.

Rejoin handling was fixed: tasks and sabotage states are now properly restored on rejoin.

The info command got a reveal argument to show data like roles and dead reason, hidden by default when the sender is part of the same game. The start command’s force argument was renamed to direct for clarity.

Internally, AmongUsConstants centralizes configuration, replacing AmongUs.IN_DEVELOPMENT references. Developer mode is now enabled by placing an IN_DEVELOPMENT file in plugins/AmongUs/.

The documentation site received its biggest update yet – new guides for venting, meetings, sabotages, and tasks, and a redesigned role section using a new CardGrid layout.

Overall: tighter death handling, more stable rejoins, polished commands, and a documentation site that’s finally getting near complete.

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Fantamomo

Shipped this project!

Hours: 200.06
Cookies: 🍪 4639
Multiplier: 23.19 cookies/hr

Shipping Among Us in Minecraft

Among Us in Minecraft is officially shipped! The plugin now features custom roles, abilities, modifiers, statistics, dynamic game worlds, and full host management - all playable on the public demo server.

This first complete release is a milestone - the idea works, the systems scale, and I shipped it. Future updates and improvements are still coming!

Fantamomo

Sixteenth devlog for my Among Us in Minecraft project

This marks the first complete release of the plugin — it’s ready to ship.

This update focuses on stability, cleanup, and final polishing. Role assignment was streamlined. Task statistics were expanded to track both completions and failures per task. Several fixes improve scoreboard restoration, lobby handling, and language key consistency.

The build and release pipeline was finalized with automated ShadowJar releases via GitHub, updated dependencies, optimized packaging, and improved plugin metadata.

The documentation was heavily refined with clearer setup instructions, improved command and configuration guides, expanded role descriptions, and overall better structure.

Most importantly, a public demo server is now available:
mc.fantamomo.com

Join using Minecraft 1.21.1, create a game with /au create test, share the code. Other can join with /au join <code>, adjust settings via /au settings, and start with /au start. If you don’t have enough players, you can disable Win Condition Check in the settings.

This is the first fully finished version — and it’s officially live. More updates may come, but for now: i am going to ship it.

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Fantamomo

Fifteenth devlog for my Among Us in Minecraft project

This update focuses on host management, multi-world support, permissions, and system improvements.

A complete lobby and host system was introduced with create, join, leave, start, and settings subcommands.
Hosts are automatically reassigned if they leave, and the lobby scoreboard now shows the current host. A
new ban subcommand allows hosts to ban players during the lobby phase. Roles and modifications can now be disabled via config.

Dynamic multi-world support was added. Games can create their own world instances asynchronously and clean them up
safely after completion. Inactive games are automatically removed.

The modification system was expanded with RadarModification, which tracks the nearest player. The waypoint system
was refactored for better flexibility. A startup issue with TorchModification was fixed.

Customization improvements include new player colors (Pink, Brown, Mint, Sky), better helmet update logic, and
camouflage-aware color handling.

Infrastructure updates replaced Jsoup with a custom HttpClientRequestHandler, reduced the plugin size significantly (from ~8500KB to ~4500KB).

Documentation was further improved with clearer command, permission, and config guides.

This update significantly improves scalability, administration, and overall stability of the plugin.

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Fantamomo

Fourteenth devlog for my Among Us in Minecraft project

This update introduces a new modifications framework and the initial documentation website for the plugin.

The Modifications system allows custom gameplay tweaks per player or globally. Three initial modifications were added:

  • SmallModification – alters player size.
  • LaggyModification – adds tick-based movement delays.
  • TorchModification – interacts with LightsSabotage.

The scoreboard now displays active modifications, and localization for modifiers was added in English and German.

On the documentation side, a new repository (among-us-in-minecraft-docs) was created. The site is hosted via GitHub Pages at https://among-us-in-minecraft.docs.fantamomo.com/ and includes:

  • Task documentation with IDs, types, and positions.
  • Pages for several new tasks, with updated navigation and collapsible sections.
  • Expanded role list with detailed descriptions for Imposters, Neutrals, and Crewmates.
  • Team badges, construction notices, last updated info, and edit links for transparency.

This update lays the foundation for customizable gameplay with player modifications while providing a structured, accessible documentation site for both players and developers.

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Fantamomo

Thirteenth devlog for my Among Us in Minecraft project

This update adds new roles, customization, performance improvements, and system refactors.

The Seer role allows Crewmates to reveal the team of the nearest player. The target’s name tag changes color: Imposters red, Crewmates blue, Neutrals light purple. Range and cooldown are configurable. The Camouflager joins Imposters and can temporarily disguise all players’ appearances. The ability integrates with MorphManager, including restoration logic and configurable cooldown/duration. Team colors were standardized for clarity.

A full wardrobe system lets players customize color and appearance via WardrobeInventory and wardrobeMannequin. Color availability checks, localization, and runtime references were added. Stability improvements add lazy mannequin spawning, ensure chunks are loaded before spawning, and close inventories automatically at game start to avoid mid-game color changes.

Statistics now track Seer reveals, Camouflager activations, kills, meetings, and role-based outcomes. Kill tracking was centralized. Neutral roles like Jester, Cannibal, and Arsonist received refined win handling.

Scoreboard rendering was optimized, including a new animate-scoreboard toggle. Morph skin generation and caching were improved, with better MineSkin API validation.

Additional updates include a detailed player info command, improved disconnect/timeout handling, entity cleanup via runtime IDs, hierarchical settings restructuring, and various bug fixes.

This update enhances gameplay depth, customization, performance, and plugin stability.

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Fantamomo

Twelfth devlog for my Among Us in Minecraft project

This update introduces new neutral roles, a reworked ability system, expanded statistics, and major technical refinements.

Three neutral roles were added: Jester, Cannibal, and Arsonist. Jester wins if ejected during a meeting, requiring new neutral win-condition handling. Cannibal can consume corpses via EatBodyAbility, with configurable body requirements and custom victory logic. Arsonist introduces douse mechanics with cooldown and distance settings. Neutral team handling was redesigned to properly support these roles.

The ability system was refactored. Ability item rendering now supports dynamic stack amounts and default block messages. Material was replaced with ItemType for better metadata handling. A new cooldown system allows abilities to optionally reset after meetings using AbilityManager.resetCooldownsAfterMeeting and a resetAfterMeeting flag in AbilityTimer.

Statistics were significantly expanded. Role- and team-based metrics now track kills, meetings, voting behavior, Miner vents, Cannibal body consumption, Arsonist actions, and win/loss records. A shouldSave mechanism ensures only relevant statistics are persisted, optimizing JSON storage.

Technically, the project now uses my own brigadier-interception library to handle /msg interception cleanly, replacing reflection-based logic. The JVM target was upgraded to 24, the Team system was refactored into a sealed class, and persistent player data was extended to synchronize color and armor trim.

Overall, this update deepens neutral gameplay, modernizes ability handling, and further strengthens the plugin’s internal architecture.

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Comments

Max
Max 27 days ago

Wow, nice!

Fantamomo

Eleventh devlog for my Among Us in Minecraft project

This update focuses on new roles, enhanced commands, UI upgrades, and system reliability, refining both gameplay and technical systems.

Two new crewmate roles were added: Mayor and Snitch. The Mayor introduces a double-voting mechanic fully integrated into voting with UI feedback. The Snitch adds late-game tension: after tasks are completed, imposters become visible to the Snitch, while imposters are warned when the Snitch has only one task left. Task tracking, scoreboards, and localized messages support the mechanic.

Task variety was expanded with StoreArtifactsTask, requiring players to place artifacts into designated inventory slots with custom click handling and completion logic.

Commands and role management were overhauled. Administrators can now force, block, allow, or restrict roles per player, and assign teams using the new team command.

A major technical focus was building a custom player selector, inspired by Minecraft’s EntitySelector. It supports targeting offline players through the plugin’s AmongUsPlayer abstraction while preserving core selector behaviors like limits, sorting, and filtering.

UI improvements include player head avatars and formatted names in meetings and kill messages via the updated Adventure API. Name tags now support dynamic, viewer-specific colors, ensuring consistent synchronization across mannequins and players.

Additional refinements include blocking sneaking players from using cameras, stabilizing mannequin sync, improving morph tick handling and cooldowns, and validating game areas for missing locations during setup.

Overall, this update strengthens admin control, expands role strategy, improves visual clarity, and enhances system stability.

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Fantamomo

Among Us in Minecraft – Devlog #10

This update introduces three new roles, ghost form, and morphing mechanics, adding depth to gameplay and enhancing visual feedback.

New Roles

  • Phantom (Imposter) – Gains the GhostFormAbility, allowing temporary ghost form. While in ghost form, the player’s body remains in its last location, but they can move freely around the map. Phantom can also kill while in ghost form, making them a highly unpredictable threat.
  • The Damned (Crewmate) – When The Damned dies, their killer automatically triggers a self-report, creating new strategic dynamics for meetings.
  • Morphling (Imposter) – Can morph into other players using the new MorphManager, which handles transformations and inventory interactions. Morphing is animated, smoothly blending the old and new skins rather than switching instantly. Skins are generated via MineSkin.org, cached for reuse, and the animation type can now be configured in config.yml.

Ghost Form

Ghost form is fully integrated through the GhostFormManager, ensuring correct behavior during meetings, blocking prohibited actions, and tracking players’ states with isInGhostForm.

Additional Improvements

  • Enhanced mannequin and player name handling
  • Extensive localization for roles, abilities, ghost form, and morph states in English and German

This update delivers strategic depth with new roles, dynamic gameplay via ghost and morph mechanics, and visual polish through animated skin transitions and clear feedback for all players.

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Fantamomo

Ninth devlog for my Among Us in Minecraft project

This update introduced two new roles, improved settings, and stricter communication rules, along with system refinements.

The Miner and Detective roles are now available. The Miner lets Imposters create dynamic vents with cooldowns and pause/resumeable timers, enabling more strategic play. The Detective allows crewmates to see particle trails left by other players, helping track movement. Both roles are fully integrated with start, tick, and end lifecycle hooks.

A new configuration module was added to control private messaging. The msg-command-blocker prevents commands like /msg, /tell, or /w while in-game, with a master switch, legacy mode for compatibility, and a customizable command list.

The settings system was overhauled. Settings are now grouped in the inventory UI for easier navigation, support display names, descriptions, and translatable components. Predefined groups improve organization, layouts adapt dynamically, and localization was added for role chances, Miner vent cooldowns, and utility options.

Other improvements include enhanced ghost behavior with speed effects and reliable restoration on quit or plugin shutdown, proper mannequin synchronization, refined player name displays (including impostor red names), bug fixes for camera switching and ability cooldowns, and improved player data persistence using JSON. Documentation (KDoc) was added across key systems to improve maintainability.

Overall, this update adds strategic depth through new roles, enforces fair communication, organizes settings better, and strengthens the polish and reliability of core gameplay.

Note: The first screenshot is from an older version and does not reflect the latest changes.

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Fantamomo

Eighth devlog for my Among Us in Minecraft project

This update focused on expanding gameplay while improving consistency and rule enforcement.

Several new tasks were added: Prime Shields, Divert Power, Clear Vent, Fuel Engines, and Chart Course. All are fully implemented with GUI-based interaction and proper logic. Fuel Engines in particular introduces a longer, multi-step experience that adds more depth to rounds. Overall, the task pool now feels much more varied and complete.

Communication rules were tightened to better match Among Us. The default /msg command is now restricted for active in-game players to prevent unintended private messaging. At the same time, imposters now have access to /impostermsg, allowing private coordination between imposters only. This is controlled through the new ALLOW_IMPOSTER_PRIVATE_MESSAGE setting and integrated cleanly into the chat manager with proper validation and localized feedback.

The player color system was completely reworked. DyeColor was replaced with a dedicated PlayerColor enum that maps each color to a matching helmet. Players and mannequins are automatically equipped with their color, armor changes are blocked via inventory interaction, and colors can be managed through /amongus color with permissions and validation. Random color selection now uses this system for full consistency.

Death handling was also refined. Kill logic was simplified using a markAsDead utility, rejoin synchronization was improved, ghosts can now see other dead players semi-transparently, and mannequins correctly sync helmets and clear fire effects after ejections.

Overall, this update makes the game feel more polished, visually consistent, and closer to the original experience.

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Comments

aloyak
aloyak about 1 month ago

You’re cooking bro, this project loooks cool

Fantamomo
Fantamomo about 1 month ago

thank you

Fantamomo

Seventh devlog – Among Us in Minecraft

This update focuses on settings, statistics, lobby polish, and chat improvements.

Settings UI

  • Fully interactive via /amongus settings.
  • Supports Boolean, Int, Duration, Enum with itemRepresentation, componentRepresentation, and ClickType.
  • Added SettingsInventory, SettingsListener, MaterialProvider, plus helpers like toSmartString and splitLinesPreserveStyles.

Lobby Scoreboard

  • Dedicated lobby rendering with Adventure Components.
  • Shows game code, lobby info, recently changed settings.
  • Auto-updates when players join, fully localized.

Chat & Ghosts

  • ChatManager & ChatListener handle phase-aware messaging.
  • ALLOW_GHOST_MESSAGE_IN_GAME controls ghost chat.
  • Ghosts now visible to recently killed players.

Meetings & Abilities

  • Improved event handling (disableEventHandler), simplified cooldowns.
  • Minor fixes: missing colors, teleport handling.

Statistics

  • Replaced @Serializable with custom JSON (toData/fromJson).
  • Added StatisticRegistry (average, timer, list, counter).
  • Tracks kills, ejections, voting accuracy, accusations, meetings, tasks, critical sabotage outcomes.
  • /amongus stats shows full player-specific stats, DE/EN messages.

Commands & Refactor

  • Updated to new kt-brigadier for easier commands.
  • Streamlined /amongus, admin validation, centralized GameArea checks, improved feedback.

This update makes the game more customizable, polished, and extensible, paving the way for new roles, balancing, and deeper gameplay.

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Fantamomo

Sixth devlog for my Among Us in Minecraft project

This update focused on internal cleanup, better feedback for players, and expanding the task and ability systems.

A lot of work went into abilities and cooldown handling. Cooldowns are now managed through a dedicated timer system, making them more consistent and easier to extend. Ability items were refactored to use a unified rendering system, which simplifies visuals and improves maintainability. Several internal structures were cleaned up and made more type-safe, preparing the system for future roles and abilities.

A new common task was added: Verify ID. It’s fully implemented with proper validation, error handling, and localization, and is now part of the regular task pool.

The scoreboard system received multiple improvements. Task and role lines can now be styled consistently, animated text was introduced, and a dedicated line is shown when communications are sabotaged. Scoreboards now properly reappear when players rejoin a game, fixing a long-standing usability issue.

Waypoint selection was improved to prioritize closer targets more accurately, and a bug in communications sabotage was fixed so each player gets their own action bar instead of sharing one.

Localization and language handling were also improved. Locale matching bugs were fixed, fallback behavior was made more robust, and English is now guaranteed as a default fallback language. Logging was improved to clearly indicate when the plugin is running in development mode.

Overall, this update makes the codebase cleaner, more reliable, and much easier to build on.

Next up: more roles, more tasks, and continuing to refine the overall game feel.

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Fantamomo

Fifth devlog for my Among Us in Minecraft project

This update focused on polish, usability, and improving the overall player and admin experience.

The biggest addition is a new dynamic scoreboard system. Each player now gets a live-updating scoreboard showing their role and tasks with proper localization and formatting. Task states (incomplete, in progress, completed) are clearly visible using colors and styles, and the scoreboard is fully integrated into the game lifecycle with proper cleanup.

Task management was expanded significantly. Admins can now assign and unassign tasks individually or in bulk using /aua game task, with clear success and error feedback. Task visibility updates correctly, and several edge cases in task completion and state tracking were fixed.

Admin tooling was improved with new commands:

  • kill to eliminate players (optionally spawning a corpse)
  • letwin to force a team victory with proper phase checks
    These are especially useful for testing and debugging.

A large batch of bug fixes and gameplay improvements landed as well. Voting, ejections, sabotage progress, and player visibility were stabilized. Player movement and interactions are now more restricted during meetings and sabotages. Impostor kills now apply status effects like blindness and slowness for better feedback.

Localization was improved across commands, UI, meetings, and scoreboards, and German translations were added throughout the project.

Finally, performance and stability were improved with async teleports and reduced redundant logic.

Next up: more roles, balancing, and new tasks.

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Fantamomo

Fourth devlog for my Among Us in Minecraft project

This update focused on finishing the core gameplay loop, improving stability, and adding some bigger systems.

Win conditions are now fully implemented. The game dynamically checks for Crewmate or Impostor victories and ends properly with localized win/lose messages. Seismic sabotage now causes an instant impostor win when the timer runs out. Cleanup logic was also improved so entities, tasks, and systems shut down correctly at game end.

For easier testing, I added dev settings to disable win checks (globally and on tick).

New roles

Two new crewmate roles were added:

  • Caller – can directly call meetings with a special ability
  • Engineer – can use vents like impostors

Both are fully localized and integrated into the ability system.

Bug fixes & improvements

Lots of fixes and polish:

  • Abilities and items are restored when players rejoin
  • Inventory handling is now safer and more consistent
  • Mannequins no longer move or get knocked back
  • Cleaner game state transitions and physics
  • Added configurable kill.cooldown (default 45s)
  • Meeting/voting recipes now clean up on plugin disable

Statistics system

A full statistics system was added:

  • Supports counters, timers, averages, and list-based stats
  • Tracks per-player games, wins, losses, and more
  • Automatically saves everything using JSON

The game loop now feels basically complete with tasks, meetings, roles, sabotages, win conditions, and persistence all working together.

Next up: more roles, balancing, and new tasks

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Fantamomo

Third devlog for my Among Us in Minecraft project.

This update focused on polishing core systems and making the game feel complete.

Meetings are now fully implemented, including voting and ejections, with a custom localized UI that updates live and handles disconnects properly. Commands and game setup were also improved with better validation, permissions, and autocompletion, making hosting and managing games much smoother.

Tasks received several upgrades, including a configurable task progress boss bar, weighted task assignment, and support for fake tasks for impostors. Roles and abilities were reworked with dynamic role assignment, cleaner ability logic, and improved kill, report, and sabotage handling.

The README was expanded with better setup and customization details.

Next up: adding win conditions, improving admin commands, and introducing more roles.

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Fantamomo

Second devlog for my Among Us in Minecraft project.

A lot happened since the last update. I merged several PRs that significantly expand gameplay and clean up the internal structure.

On the gameplay side, I added proper player death handling. Dead players can no longer interact with sabotages, and clear feedback messages are shown when they try. Meetings are now fully implemented as a system, including calling meetings, discussion phases, timers, sabotage pausing, and cleanup logic. Voting is not implemented yet, so meetings currently always end without an ejection.

I also added a new task: Clear Asteroids. It includes a custom GUI, asteroid spawning, shooting mechanics, and proper completion logic.

Under the hood, a lot of refactoring happened. Task input handling was improved (especially hotbar interactions), sabotage logic was simplified and made more robust, and light sabotage now reacts to redstone signals. Abilities received a major overhaul with a new DSL-based system that handles cooldowns, blocking reasons (like being in a meeting or vent), and state-driven visuals in a much cleaner way.

Finally, I added a README with setup instructions, warnings, customization tips, and general project info.

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Fantamomo

First devlog for my Among Us in Minecraft project.

So far I’ve added vents, security cameras, lots of tasks, several sabotages, and many other mechanics. The core gameplay is already working and feels pretty close to the original.

Still working on more features and polishing things.

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