Hi everyone. We're incredibily sorry that the game has been failing to connect for many of you. This latest patch should fix all connection issues! Thank you all for playing Phantom Abyss. We hope this patch allows you to dive back into the game enjoy it. Team WIBY
Hi everyone. We're incredibily sorry that the game has been failing to connect for many of you.
This latest patch should fix all connection issues!
Thank you all for playing Phantom Abyss. We hope this patch allows you to dive back into the game enjoy it.
Team WIBY
Hi everyone, Thank you for all your feedback and support during the launch of Phantom Abyss! With the help of the community we've been able to address and fix the various issues listed below: - Fixed an issue where players would find a lot of empty temples - Fixed some temples th
Hi everyone,
Thank you for all your feedback and support during the launch of Phantom Abyss!
With the help of the community we've been able to address and fix the various issues listed below:
- Fixed an issue where players would find a lot of empty temples
- Fixed some temples that had inaccessible doorways
- Fixed an issue where darts wouldn't reveal invisible floors
- Fixed an issue were a switch behind a coin door wasn't whippable
- Fixed an issue where rift boulders were bouncy
- Fixed an issue where players would not show up on the leaderboard if they were not in the top 20
- Fixed a crash when loading a level
- Fixed a rare gameAnalytics crash
- Fixed a crash when the game was loading a dungeon on high-end pcs
- Fixed distorted audio and memory leaks
- Fixed the rolling visual re-enabling if rolling while in slow-mo
- Fixed a message appearing about the server being unresponsive
- Fixed player stats timestamps not being applied correctly
- Fixed temporary powers not working correctly
- Fixed incorrect collision on masked defiler illusions
- Fixed some bottomless pits to correctly respawn the player
- Fixed respawning players who fall out of the world
- Fixed respawning and getting stuck in collision
Thank you all so much for playing Phantom Abyss, it really means a lot to us!
First person whip-based treasure-looting platformer Phantom Abyss has released from early access, bringing its fusion of roguelike and runner to a complete version 1.0 with three separate game modes to play. In Phantom Abyss players are a tomb-delving adventurer challenged to rea
First person whip-based treasure-looting platformer Phantom Abyss has released from early access, bringing its fusion of roguelike and runner to a complete version 1.0 with three separate game modes to play. In Phantom Abyss players are a tomb-delving adventurer challenged to reach the end of incredibly deadly trap-filled dungeons and retrieve precious treasures from the end...
Read more.
Phantom Abyss exited early access TODAY! And here is everything you need to know about it! Adventure mode has been completely overhauled Players now have a choice of a series of different temples to play. Each adventure mode temple has a specific whip, relic, and series of challe
Phantom Abyss exited early access TODAY! And here is everything you need to know about it!
Players now have a choice of a series of different temples to play.
Each adventure mode temple has a specific whip, relic, and series of challenges attached to it.
Players can increase the challenge of an adventure mode temple to increase the rewards you unlock.
Classic mode is now called Abyss Mode
Abyss mode is the true Phantom Abyss experience.
Progress through all 4 areas of the game. (Ruins, Caverns, Inferno, Rift)
An extra challenge is added each floor.
1 Relic, located at the end of the Rift.
Only 1 person will ever beat a specific temple.
Many relics to find - each hidden in increasingly difficult Abyss Mode Temples.
Curses have been removed from whips.
Whips are unlocked by playing adventure mode.
Whip skins are unlocked via opt-in challenges
Torn-apart landscape The Rift is an area slowly being torn apart by the abyss. It features large areas filled with floating debris, whirlpools, and corruption spreading through the walls.
New rift traps:
Lasers: Moving, rotating and cycling deadly lasers.
Grapple nodes: Floating nodes that you can grapple-whip continuously without needing to land.
Many new rooms
An upgrade well that provides permanent upgrades can be found in the HUB and in the first floor of temples.
Upgrades are purchased with keys. Rarer keys = better upgrades.
Dash forwards in the direction you’re facing, including up or down!
Players are able to add extra challenges to their temple.
Doing so will make rarer keys more likely to find, and unlock additional whip skins.
The HUB has been dramatically condensed.
The portal is much faster to get to, and the HUB now focuses around 4 pillars.
Each pillar represents one of the 4 zones in the game (ruins, caverns, inferno, and rift.)
The Crowbar
Power: Shockwave
Wherever you whip creates a shockwave, interacting (and disabling) anything it touches.
The Snake
Power: Time Slow
Bound to a button - activate to slow time for several seconds.
Lunar Whip
Power: Super Dash
Dash is upgraded to be…super.
A lot of whip powers have been swapped around or added.
Powers available at end-of-floor shrines are now always other whip powers.
Heals have been moved to blessing shrines - which are only found in hidden nooks and crannies.
Well, we just removed it...
No more loading the HUB to replay the game. Hit retry directly after you die!
But that's not all!
The transition of Phantom Abyss from Early Access is followed by the launch of the Official Soundtrack. Get it at 10% off, with additional 10% added through the Phantom Abyss Deluxe Bundle.
https://store.steampowered.com/bundle/38166/Phantom_Abyss_Deluxe/
Phantom Abyss , a Ghostrunner-like indie where players channel their inner Indiana Jones and sprint through procedurally-generated temples with booby traps, is finally launching out of early access. It's been over two years since the game went live in early access, seeing various
Phantom Abyss, a Ghostrunner-like indie where players channel their inner Indiana Jones and sprint through procedurally-generated temples with booby traps, is finally launching out of early access. It's been over two years since the game went live in early access, seeing various deep shakeups to its gameplay loop by developer Team WIBY, and it looks like Phantom Abyss is almost ready to pass the finish line.
Hello adventurers! It's time for Phantom Abyss to transition out of Early Access and into 1.0 later this month, on January 25. The past couple of years have been a great experience for us, and we are very grateful for all the love and support you have shown us during EA. We could
Hello adventurers!
It's time for Phantom Abyss to transition out of Early Access and into 1.0 later this month, on January 25. The past couple of years have been a great experience for us, and we are very grateful for all the love and support you have shown us during EA. We couldn't have reached this point without your invaluable feedback.
[previewyoutube=kpFo6ssoUAQ;full][/previewyoutube]
The 1.0 launch will deliver a completely overhauled Adventure Mode, giving you a choice of temples to explore, each with a specific whip, relic, and series of challenges to overcome. We will also be introducing the new and improved core experience with Abyss Mode, previously called Classic Mode, which challenges players to enter a temple and progress through all four areas within and collect the relic at the end. Only one person will ever complete each temple, so time (and skill) are of the essence.
Finally, Phantom Abyss 1.0 will introduce some whip changes. Whips will no longer carry curses and will be unlocked by playing Adventure Mode, while whip skins will be rewarded through player op-in challenges.
-Team WIBY
Hi everyone. We’d like to give you an update on what we’re working on for version 1.0 of Phantom Abyss. In our last update we had said our plans are to release the next area the Rift, as well as an ending to the game. These plans haven’t changed - however we’ve also decided to ad
Hi everyone. We’d like to give you an update on what we’re working on for version 1.0 of Phantom Abyss.
In our last update we had said our plans are to release the next area the Rift, as well as an ending to the game. These plans haven’t changed - however we’ve also decided to add and change A LOT more.
A summary of these changes were shown of on a recent Twitch stream which you can watch a replay of here: https://www.twitch.tv/videos/1786727754
New Core Ability: Dash
Dash forwards in the direction you’re facing, including up or down!
Short cooldown
The Rift (4th area)
Torn-apart landscape
The Rift is an area slowly being torn apart by the abyss. It features large areas filled with floating debris, whirlpools, and corruption spreading through the walls.
Lasers: Moving, rotating and cycling deadly lasers.
Grapple nodes: Floating nodes that you can grapple-whip continuously without needing to land.
ChallengesAdventure mode has been changed to be a series of challenges. Each challenge REQUIRES you to use a specific whip. Beating the challenge will unlock that whip to be used in other modes. It will also progress to breaking a chain and unlocking the next area.
Players can also unlock whip skins by increasing the difficulty via optional curses (see curses)Curse Revamp
Curses have been removed from whips.
They instead will be modifiers that players can turn on/off.
Turning on curses will increase the chance of what keys you find to purchase upgrades with.
Whip skin can also be unlocked by playing with a high curse level.
Upgrade Well
An upgrade well that provides permanent upgrades can be found in the HUB and in the first floor of temples.
Upgrades are purchased with keys. Rarer keys = better upgrades.
Updated HUB
The HUB has been dramatically condensed.
The portal is much faster to get to, and the HUB now focuses around 4 pillars. Each pillar represents one of the 4 zones in the game (ruins, caverns, inferno, and rift.)
Each pillar has the whips associated with that region, and the pillar lights up as players collect relics from that region. Collecting 3 relics from a region breaks the associated chain attached to Altec, and unlocks the next region.
New WhipsThe Crowbar
Power: Shockwave
Wherever you whip creates a shockwave, interacting (and disabling) anything it touches.
The Snake
Power: Time Slow
Bound to a button - activate to slow time for several seconds.
Lunar Whip
Power: Super Dash
Dash is upgraded to be…super.
Whip and shrine powers adjusted
A lot of whip powers have been swapped around or added. Powers available at end-of-floor shrines are now always other whip powers.
Heals have been moved to blessing shrines - which are only found in hidden nooks and crannies.
Rank system adjusted
Rank system is still in place - however it no longer determines what temples you play. Players can gain/lose ranks by winning/losing in temples - and the difficulty of a temple determines how it affects your rank.
Retry added to death screen
No more loading the HUB to replay the game. Hit retry directly after you die!
Final cutscene for freeing Altec
Lots of bug fixes
We’ll be showing off a lot more of this content - including the Rift, in our next Twitch stream next month. Stay tuned for more details to come. Thanks everyone!
Team WIBY
Patch notes for Version 0.8.1.x Hello Adventurers! We have a bunch of fixes and quality of life improvements incoming in this patch. Accessibility features Added the option to customise looking up and down and turning, including speed and sensitivity customization Add mouse and k
Patch notes for Version 0.8.1.x
Hello Adventurers!
We have a bunch of fixes and quality of life improvements incoming in this patch.
Accessibility features
Added the option to customise looking up and down and turning, including speed and sensitivity customization
Add mouse and keyboard support on Xbox Series consoles
Actions requiring button holds can now be changed to toggle instead of hold (Sprint and Wings)
Can now change the default movement mode from Walk to Sprint for keyboard users.
Improve visibility of input key names on keyboard button displays in UI.
Improved visibility of inputs displayed on Powers and Abilities
Temple improvements
Fixed dead-ends in some temples
Improved trap generation
Adjusted early-game difficulty for Adventure mode
Adjusted Daily Mode difficulty
Fixed Z-fighting and holes in the geometry
Character improvements
Updated and optimised Phantom models, materials and textures.
Fixed Phantoms to display correct materials.
General bug fixes and improvements
- Fixed clearance rate not showing correctly in Daily Mode.
- Achievements "Abyssal" and "Binding" are now fixed. will automatically repair achievements when updating to the latest game client
- Added an emergency key combination to manually force a sync of achievements (Ctrl+Shift+Y on keyboard or RB+LB+Y on the Main Menu)
- Improved interaction with light crystal stands in dark rooms and the light it casts.
- Improved Orb key pick up interaction
- Stopped mine traps from entering Relic rooms.
- Improved interaction with Lava. Player no longer continuously takes damage after touching lava while travelling through it by grapple.
- Improved hints in the loading screen to be relevant to the current game mode
- Fixed disconnection handling on the main menu
- Removed infinite Whip Again bug
- Made it more difficult to hack leaderboard entries.
Hello adventurers! The latest update has landed for your favorite Temple plundering game, complete with a treasure trove of new content. The update introduces new game modes, such as Classic Mode and Adventure Mode, as well as a new Explorer Rank feature allowing you to earn repu
Hello adventurers!
The latest update has landed for your favorite Temple plundering game, complete with a treasure trove of new content.
The update introduces new game modes, such as Classic Mode and Adventure Mode, as well as a new Explorer Rank feature allowing you to earn reputation from completing temples or lose it if you die. Another new addition is the Daily Temple, allowing you unlimited tries for that day's temple. The Daily Temple run unlocks upon reaching the Adventurer level 1.
Check out the full changelog below.
Adventure Update Changelog
Classic Mode - The mode players are used to. Unlocks when the player reaches the rank “Adventurer 1”
Adventure Mode - Get a temple based on your “rank”
Wide variety of temple types. Temples range from short & easy to long & near-impossible. Temples matched to players based on their “explorer rank”
Explorer rank - Earn reputation from completing temples. Lose rep by dying. Earn reputation to increase your rank. Higher rank = harder temple pool.
Progress story - Story progresses as players find relics and complete temples in Adventure mode.
Daily Temple - Unlimited tries. New temple every 24 hours. Leaderboards for overall best performance. Unlocks when the player reaches Adventurer 1
New Content
New Rooms
New Trap layouts
New temple visuals
New pots
Story Progression
Collecting relics will break the chains of “Altec”, a giant statue in the HUB.
There are 3 chains total to be broken. The requirements for each chain are as follows:
The next big update for Phantom Abyss features the new Adventure Mode! This update is based on your feedback so far, and addresses many of your concerns you have voiced about the game. The skill curve is easier to learn and harder to master, and much new content has been added. P
The next big update for Phantom Abyss features the new Adventure Mode! This update is based on your feedback so far, and addresses many of your concerns you have voiced about the game. The skill curve is easier to learn and harder to master, and much new content has been added. Plus many quality-of-life issues are addressed (starting with three hearts, etc).
We really want to encourage you to give this beta a try and let us know what you think! This dev team is very receptive to your feedback and ideas, and if there are things you like or dislike, or wish were different, now would be the time to make that known, during this beta period. The devs are open to dialogue on the Discord beta channels, and a lot of fruitful discussion arises from these conversations. It is all an effort to make the game better for everyone.
Please sign up here! Things get underway very soon. And thanks for being part of this amazing community!
https://devolver.typeform.com/to/CSqEWHSF
(NOTE: if you get a response on the form mentioning Feb 22 as the start date, please ignore--that is from the previous beta. You will be registered for the current beta, tentatively beginning August 15)
Thank you for playing and supporting Phantom Abyss in Early Access! We have taken community feedback into account and are working on more features for the game, and we hope you will enjoy them. Phantom Abyss is also part of the Steam Summer Sale, happening now! Here is a look at
Thank you for playing and supporting Phantom Abyss in Early Access! We have taken community feedback into account and are working on more features for the game, and we hope you will enjoy them. Phantom Abyss is also part of the Steam Summer Sale, happening now! Here is a look at our revised Roadmap for the rest of 2022:
After talking amongst ourselves and talking to the community, we've made the following changes: The following blessings have had power costs removed: - Double Jump - Wings - HoverSlide - Whip again The ONLY blessings that cost power are now: - Soul Armor (costs 1 power) - Banishi
After talking amongst ourselves and talking to the community, we've made the following changes:
The following blessings have had power costs removed:
- Double Jump
- Wings
- HoverSlide
- Whip again
The ONLY blessings that cost power are now:
- Soul Armor (costs 1 power)
- Banishing Whip (costs 1 power)
Default starting power is now set to 2.Wings are now able to be bound in the options menu (default is same as jump)Added a "temple options" section, where players can choose to enable/disable "phantom traps"
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We appreciate the passion the community has shown us in what they like and don't like. We will always strive to make this the best game it can be.
Our intention on creating a global power system was to give us room to create more powerful moves/abilities without breaking the game. We appreciate this system being used on movement abilities was ultimately more negative than intended, as by attaching a resource to them - the result was players not wanting to use them at all.
At the end of the day we want players to be using powers and having fun. So please, run free and enjoy!
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Our current plan is to leave the game in this state while we work on the next big update. We will be posting our updated roadmap with more details shortly.
For a peek into our thoughts and what we're working on next, you can check out the latest Twitch stream vod here https://www.twitch.tv/videos/1442645195?t=0h28m57s
Next update discussion starts around 29:00 and goes for about 10mins.
We do streams every 2 weeks with a different member from the team.
Please feel free to drop by our discord. https://discord.gg/ccZUSJX77W
We try to get through every question posted in the QnA channel on our discord every fortnight.
We also have an "upvote" system in our ideas channel to get great visibility on what the community thinks is a good (or bad) idea overall.
Thank you all, we will be in touch soon to discuss roadmap plans!
Ben
Hi everyone. I’m Ben Marrinan, the lead designer of Phantom Abyss. There’s been many thoughts and opinions thrown our way on the “power” update. At the end of the day, we’re making this game for all of you, and it’s clear to us that many are upset about several changes in this up
Hi everyone. I’m Ben Marrinan, the lead designer of Phantom Abyss.
There’s been many thoughts and opinions thrown our way on the “power” update.
At the end of the day, we’re making this game for all of you, and it’s clear to us that many are upset about several changes in this update.
We’ve just released a patch with the following changes:
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Power draining blessings (Hover Slide and Wings) functionality has changed.
Before: Hold to hover. Bar segment(s) drain. On release it will continue to drain the last used segment.
Now: Hold to hover. Bar segment(s) drain. On release will REFILL the last segment used.
This means it’s now possible to hold wings in short bursts and it will never consume a power segment.
Additionally, Wings are now activated with the button, rather than .
This makes activating wings much more intentional, and no longer forces you to do an unintentional double jump or vice versa.
Power costs removed from the following blessings:
Chance to avoid damage
Crouch Jump
Fall Heal
Power costs reduced to 1 for the following blessings:
Double Jump
Whip again
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We understand some of you would rather we remove the power system entirely, as it has reduced how powerful you can become throughout the course of a temple.
The intention behind the power system is the opposite, shown by the 3 new blessings added this update (Banishing guardians, invulnerability, and whipping again)
We understand with double jump specifically, players are upset with only being able to use the ability a few times per floor. We get it. Double jumping is fun, and is also a skillful move when used well.
We ultimately made the decision to keep double jump as part of the power system because we feel players are able to entirely skip too much content presented to them with the ability. This speaks more to our failure on the trap layouts - and a more ideal solution would be including more hazards in the top half of a room to allow double jumping to still be a thoughtful decision rather than automatic decision.
We will be monitoring how the above changes go for now. We’re not afraid to admit when we’re wrong, and ultimately we want you to have fun.
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On top of these changes, we’d like to address point by point various issues players have been mentioning.
What’s going on with the road map?
We’ve spent a lot of time talking about what’s next. Being an Early Access title - (and especially one that relies on other players to play the game for the full experience) we’ve learned a lot over the past few months and am excited to share what we have in store next. We’ll be sharing these plans soon, and we hope they will both excite and reassure everyone on where we plan on taking the game.
We’re also excited to share these plans with the community and get your thoughts as well. What’s important to you is important to us.
Some players don’t like the phantom traps, nor do they like phantoms interacting with things like switches
The most common reason that we’re seeing for this is players won’t get to fully complete the temple themselves and that it’s been made easier by other people.
One idea we have for this is adding an option to turn phantom traps on or off. It’d be relatively simple to add, and no skin off our backs if that’s how you want to play. Please leave a comment if you want this.
To talk about the greater point however and why it was added in the first place - ultimately this is a game about phantoms, and that was one of the many areas where we wanted to push that aspect of the game. As a sneak peek for our greater plans being released shortly - we have new modes of play in the works. One of these modes will greatly increase the types of temples available - Ranging from easy to very hard and a system to give you a temple matching your skill level.
We hope that when matched with a temple that’s appropriate to your skill level - any traps that get phantom’d, or any phantoms hitting switches/opening doors are very welcome.
And for those of you who would still want to play a full temple start to finish when no phantoms impacting your run - we also plan on adding private temples for just you to play (as well as anyone else you explicitly invite)
Some players don’t like the power system
It’s completely fair to say we dropped the ball on this one - especially with how certain blessings were handled by the power system. To give more context, there are plans to give players more powerful abilities and upgrades. One example is we’d like players to be able to whip any trap to disable it. Using a global resource such as power felt like a nice solution to keep the power creep we have planned in check without trivializing the content.
Making the system felt like a good first step as we move towards the content planned on that front, and we hope the latest patch addresses your major issues with the system.
1 Heart start and essence in general
Some players don’t like starting with 1 health - especially if the temple they are given has few phantoms in it.
In general, the total number of phantoms per temple isn’t hitting the ideal number we would like to see. A weird problem this game has is it only takes 1 person to beat a temple, and then it’s closed forever along with all its phantoms. One thing we’re discussing is going as far as to keep temples open even if someone has finished it. The advantage of this it will allow us to get a lot more data on temples, and allow us to filter “easy” or “difficult” temples to match players skill levels, as well as have a more balanced experience with a healthy amount of phantoms each run. The downside is it heavily goes against what we have always seen the game as - which is a game where there can only be one winner. This is not a decision we take lightly and we’ve love the community to weigh in on what your thoughts on this topic are.
For now, given players need to find 3 essence to return to the old starting health (1 essence for the 2nd heart, 2 more essence for the third heart) at this stage we’re going to continue with the game starting on 1 health. This is something we are going to monitor closely, and this may change in the future.
Some of the new rooms - particularly ones that slow you down can be a bit annoying
Agreed. Some of the rooms in caverns/inferno in particular could do with some improvements to be more fun. We will improve them.
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Finally, I want to say thank you to everyone that's playing the game. I feel like I've let you down and I don't want it to happen again. Please respond with all thoughts, good and bad you may have on absolutely everything to do with the game.
Upcoming Phantom Abyss events to discuss further are:
Twitch Streams with a dev every other Thursday at 5:30pm PST https://www.twitch.tv/devolverdigital
Next one is in 11 hours at time of this post
Also keep and eye out for our updated roadmap. We will be posting this in a few days.
Thank you all.
Hi adventurers. We've got a new Phantom Abyss update landing on your gaming rigs fresh off the press. This one, dubbed the Power Update, delivers on many new features including the double whip, gloom, hidden paths, new switches, and the ability to fight back against the guardians
Hi adventurers.
We've got a new Phantom Abyss update landing on your gaming rigs fresh off the press. This one, dubbed the Power Update, delivers on many new features including the double whip, gloom, hidden paths, new switches, and the ability to fight back against the guardians.
Check out the full changelog below, before jumping back in for your next adventure.
Phantom Abyss Power Update Changelog
GENERAL CHANGES
You will now start your runs with 1 hit point. Extra hit points can be obtained by collecting phantom essence.
When you die, the trap that killed you will become a "phantom" and will no longer be harmful to future players. For example, if you die of spikes, those spikes will appear to be transparent for all future players that encounter them.
Find your way around new "dark rooms" which are very difficult to see in. Grab a crystal to illuminate the area around you, but beware, phantoms can also grab these crystals, too.
Challenge yourself in a new room type with a bunch of "invisible floors". The floors are revealed when anything comes into close proximity, including the player and other phantoms.
The Power Update introduces rooms with "switches" either in the form of a pad on the ground or a whippable crystal.
Sometimes, a timer will appear on the screen if a switch is timed. Multiple switches can all contribute to this timer in a single room.
18 (hidden) Achievements have been added to the game.
Many traps and rooms have had rebalancing and improvements
Looting chests (and interacting in general) has been made easier to do
The Devouring Rage now deals 1 damage rather than instantly killing the player.
Many more bug fixes
POWER SYSTEM
A new "power bar" has been added to the game. The power bar will only appear if the player unlocks an ability that uses "power". All power abilities are unlocked at shrines, located at the end of each floor.
Each ability that consumes power has a cost associated with it. Some powers consume a single segment such as "double jump" which consumes 2 segments. Other powers consume segments for as long as they are held, such as "wings".
Players have 4 power segments by default. The power bar refills in the following ways:
A player buys a new blessing (ability) from a shrine. (full refill)
A player starts a new floor (full refill)
A player finds an "essence" (left on the corpse of a dead player) (refills 1 segment)
NEW BLESSINGS
The following blessings are new abilities available to purchase from shrines:
Banishing Whip - Players can temporarily banish Guardians by whipping them. (Devouring Rage, Masked Defiler and Eye of Agony. Only 1 appears per temple)
Soul Armor - Become invulnerable for a few seconds
Whip Again - Whip again in the air
NEW WHIP POWERS
The following whips have had their powers changed. (New power in brackets)
Crikey (+1 power container)
Cable (+1 heart container)
Obsidian (Essence does not give power)
Bamboo (Double essence dropped, blessings deal half a heart of damage)
We'd like to give a massive apology to everyone for the state of our servers for the past week. It's been very painful for everyone including us, and is the first time we've experienced these issues since we first launched in Early Access 6 months ago. The good news: is that serv
We'd like to give a massive apology to everyone for the state of our servers for the past week.
It's been very painful for everyone including us, and is the first time we've experienced these issues since we first launched in Early Access 6 months ago.
The good news: is that servers are stable once again! Thank you to everyone for your patience and understanding!
On top of the servers working properly, we've patched a few minor issues detailed below. Thank you to everyone for playing. We hope you're enjoying the game, and we can't wait to share with you what we've got in store for the new year!
Latest changes
Fixed issues where the "phantom released screen" didn't want to go away.
Fixed an issue where the game could "black out" if players entered the HUB frequently
The masked Defiler will give you a bit more time to breathe before attacking again.
Added some more pillars to several rooms with floating platforms
Players must now be standing to "interact" with something
Hi Adventurers. Another update is in the books, and this is an interesting one. Make sure to check out the full changelog below, then hop in and make your inner Indy proud. Phantom Abyss Essence Update Changelog Essence level up system Collect essence from dead players to level u
Hi Adventurers. Another update is in the books, and this is an interesting one. Make sure to check out the full changelog below, then hop in and make your inner Indy proud.
Phantom Abyss Essence Update Changelog
Essence level up system
Collect essence from dead players to level up!
Unlock whips and whip skins via leveling.
Phantoms remaining
Improved feedback for phantoms remaining
Loading screen updated to display where phantoms died
Unlockable whips and whip skins
Note to existing players: Whips are now unlocked via leveling rather than purchasing with keys. If you already own whips via the old system you won’t unlock anything for the first several levels. Skins start unlocking at level 22.
Steam friends
Easily browse all temples attempted by your Steam friends
Steam friends appear as different colours
Add other people to this handy list via user codes
New Rooms
A wide range of new rooms have been added.
Lots of moving platforms, rolling logs and open spaces
Quality of life improvements
See how many relics have been claimed at each stage of a temple before committing to a certain path.
See what relics are duplicates before claiming one
Game will now correctly tell you when your phantom has been freed and your whip gets returned
Halloween is almost here, and Phantom Abyss is ready for the spook season with this brand new Halloween Update. This update delivers on some spooky visual changes to the temples, as well as a brand new Haunted Whip skin for the Adventurer Whip. Check it out below. The Phantom Aby
Halloween is almost here, and Phantom Abyss is ready for the spook season with this brand new Halloween Update.
This update delivers on some spooky visual changes to the temples, as well as a brand new Haunted Whip skin for the Adventurer Whip. Check it out below.
The Phantom Abyss Halloween Update also delivers some QOL fixes and tweaks listed below.
Make use of the new Haunted Whip, replacing the regular Adventurer Whip on your hip.
All vines have been replaced with spider webs, and the colours are spookier. SPOOKY!
The Updated Hub provides more things to explore, and Secret Hub Shrines for the first time grant Blessings in the Hub, New Ancient Language Story Panels for the Deepest Lore.
You can now configure any blessed whip to be blessed, unblessed, cursed or empty(no blessing or curses).
New Gamma options allow you to better balance the brightness for different monitors/eyes.
The gameplay difficulty has been adjusted across the board.
Hello adventurers! Today, we’re delivering another update designed to make your exploration runs cooler and more challenging. We’re calling this one The Invasion Update, and it includes new enemies, new relics, more phantoms, and even more traps! Based on community feedback we ha
Hello adventurers!
Today, we’re delivering another update designed to make your exploration runs cooler and more challenging. We’re calling this one The Invasion Update, and it includes new enemies, new relics, more phantoms, and even more traps!
[previewyoutube=ErYRx0FaG5w;full][/previewyoutube]
Based on community feedback we have restructured temples and made them all single-path. Rather than using a bunch of branching paths leading into the inferno, you will now start alongside all other players on Floor 1. We have also recreated Relic rooms in Ruins and Caverns. Relic Rooms can now contain multiple relics, but you may find yourself confronted with nothing more than a bag of sand if luckier looters beat you to the prize. The Inferno still has a single relic, and picking it up is the only way to free the phantoms and seal the temple forever.
The Invasion Update also includes new Homing Bomb enemies who will chase you down and explode on impact, and Defenders who will be the end of everyone who comes too close. New Floating Mines and Dart mines will provide yet another explosive moment to your grand adventure.
As an added bonus, Phantom Abyss is available at 25% off until September 27th.
https://store.steampowered.com/app/989440/Phantom_Abyss/
We are dedicated to expanding Phantom Abyss even further throughout Early Access, so make sure to share your thoughts, feelings, and wishes with us in the comments and on the forums.
P.S. In case you missed it, check out episodes 1-3 of Ask the Abyss, our weekly community Q&A. If you have questions you'd like answered on the stream, don't hesitate to reach out via the official Phantom Abyss Discord server: https://discord.gg/phantomabyss
[previewyoutube=FENFapaR-4E;full][/previewyoutube]
Full changelog
Temple restructure
Temples no longer converge in inferno. Everyone starts with you on floor 1.
Ruins and caverns relic rooms contain multiple relics.
A player claiming a relic will leave behind a sandbag.
Only claiming an inferno relic will now seal a temple.
Loading screen has been updated to reflect the restructure
New traps and enemies
New variations of spinning blades
Homing bombs
A new enemy type that will chase you down.
Defenders
A new enemy type that will lunge at you. Tethered by a short leash.
Floating mines
Tricky patterns to dodge and avoid.
Dart mines
Will explode when it senses someone or something into a barrage of darts
New sliding and bouncing sections
Misc
Improved performance with various traps and rooms. Further phantom improvements to come!
Some particularly difficult rooms will no longer spawn in the Ruins.
Hi all! We've been working around the clock to deliver a brand new Overturned Update to Phantom Abyss. It delivers a bunch of new content, features, and fixes, as we prepare to further expand the game throughout Early Access. Key new additions consist of 28 new trap-laden chamber
Hi all!
We've been working around the clock to deliver a brand new Overturned Update to Phantom Abyss. It delivers a bunch of new content, features, and fixes, as we prepare to further expand the game throughout Early Access.
Key new additions consist of 28 new trap-laden chambers, including treacherous rotating rooms that will turn your adventure upside down.
[previewyoutube=tyUfl9Olrb8;full][/previewyoutube]
Other updates include fixes to network connection issues, back-end stability fixes, as well as new visual cues and upgrades to Trap doors, the Portal Screen, foliage, Relic Room doors, and much more.
To round everything up, Phantom Abyss is available at 25% off from today at 10 AM Pacific, until Monday, August 30th at 10 AM Pacific. Tell your friends.
Thank you to everyone for your love and support. Things have been a bit hectic here as we've been focusing hard on fixing disconnection issues. Moving on we're looking forward to talking to the community more on actual features and changes that you want to see!
We've got a lot of exciting ideas to share, and we'd love to hear your ideas too.
https://store.steampowered.com/app/989440/Phantom_Abyss/
Changelog
What's new:
Adventurers can now explore 28 new rooms, including 7 new corridors and 21 new main rooms.
Turn your adventure upside down in brand new treacherous rotating rooms scattered throughout perilous Ruins, precarious Caverns, and petrifying Inferno.
Your Basic Whip received a Blessing, allowing you to keep the trusty tool by your side at the expense of others. Fear not, it will never be lost.
Brand new connection retry prompts will now come up if your network connection fails, so you can restore it and retry without losing your (surely) impeccable run.
Small trap doors now have a visual variation to show whether they are going to trigger on a timer or by proximity.
You can now use your user sharing IDs in the portal menu. This will allow you to retrieve all active dungeons from your friends, so you can enjoy them without having to use individual codes.
The Portal UI has been re-worked to be clearer and easier to use.
What's fixed:
Various back-end stability fixes
Caverns and Inferno had their post-processing updated. They look so good now!
Foliage for all packs was improved and occurs more frequently.
Orb-key doors and relic room door symbols look so much better now it's not even funny.
You know that issue where the dead-end doors would have remained in the Ruins skin in Caverns or Inferno? Well, they don't anymore. Instead, they look like big skull murals. You can't miss them.
Join us for a special Legends of the Phantom Abyss stream event in which our guest contestants will race to retrieve the Relic from Altec's Abyss and raise money for charity in the process. The event is scheduled to begin on July 7, at 10:30 AM Pacific, and you can watch it via t
Join us for a special Legends of the Phantom Abyss stream event in which our guest contestants will race to retrieve the Relic from Altec's Abyss and raise money for charity in the process.
The event is scheduled to begin on July 7, at 10:30 AM Pacific, and you can watch it via the Devolver Digital Twitch channel.
Click below to be notified shortly before the event starts:
https://www.twitch.tv/devolverdigital/schedule
Hope you're ready for thrills, fails, and thrilling fails.