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Abyss Floors

Abyss Floors

by Alerot

★ 75%
Price Free
Avg Players 29
Reviews 12
Released Oct 1, 2026
4XAuto BattlerEarly AccessExploration
Offline progress
View on Steam ↗

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Abyss Floors strips away action gameplay to focus on build optimization and resource management across a persistent dark-fantasy world. You configure your character and territory, then observe automated combat as you descend through procedurally challenging zones while navigating player-driven trading, clan dynamics, and optional PvP encounters. It's designed for players who enjoy theorycrafting and long-term progression over twitch reflexes.

About this game

Players, last 47 days

Peak 45 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

Latest updates

Version 0.5.52

2 days ago
Abyss Floors 0.5.52 This is a required update. Please update the game before you log in. Weapon balance From level 45, each weapon type now deals this share of the two-handed sword's damage: Sword & Shield 96%, Staff & Shield 94%, Spear & Shield 90%, bow 94%, crossbow 97%, two-handed staff 99%, and dual axes and daggers about 2% more than the sword. Spear & Shield (was 88%) and the bow (was 93%) got a small boost. Sword & Shield is now the steadiest damage of the shield styles. Axe & Shield is the burst style. Its axes have a little less steady damage but a big Crit Damage line (+310%). Its crits hit harder than any other shield style's. The fast pairs (dual axes, daggers) gain a few extra percent when you wear them above their item level. The extra goes away once you move up to the next tier of gear. Heavy armour at levels 78, 101 and 119 trades a tiny bit of crit chance (-0.3%) for a little more Attack, so Heavy stays even with the other weights. Shields and blocking Block mitigation has no cap any more, but each extra point is worth less. A blocked hit now deals damage / (1 + mitigation). At 100% mitigation a blocked hit deals half damage, at 300% a quarter. Shield numbers were re-made for the new rule, so the values on your shields look bigger. Most shields block about as much as before. The strongest shields no longer make a block take no damage at all. The best one now stops about 93% of a blocked hit, most shields about 91%, and the Buckler still stops 80%. The character sheet, the inventory, item tooltips and the equip preview show how much damage a blocked hit still deals. PvP and enchanting Enchanting now counts on both sides of a duel. Your own enchants and Defense upgrades now push through the defender's armour. Before, high enchants made armour block almost all damage, so duels between enchanted players could last 13 to 37 times longer than normal. Now two players who enchanted about equally fight about as fast as two unenchanted players. Fighting monst...

Version 0.5.51

7 days ago
Abyss Floors 0.5.51 This is a required update. Please update the game before you log in. The Journal: story campaign New Journal in the WORLD group. It has three parts: Campaign, Codex and Factions. Campaign: one chapter per floor. Act I has a Prologue and four chapters. Each chapter has four steps: reach the floor, draw first blood there, hold the floor, find its elite. Farming does all of this, so the steps move while you play or idle. Finished steps wait for you. Press Claim all to collect their gold, XP and items at once. Make room in your bag first. Each chapter gives a title. The end of Act I also gives the Act's title and a keepsake, the Lampbearer's Tally necklace. The keepsake is bound to you: it cannot be traded, listed, sold or dismantled. Skip to my depth: if you have outgrown some chapters, skip them at once. You keep their pages and titles but not their gold, XP or items. The Act I reward is still yours to claim. Campaign gold is paid once per account. Your other characters still get the XP, items and titles. Codex: four pages of lore per floor. They open as you hunt there and study its monsters. Factions: the powers of the deep. Each opens when you reach its floor. Expeditions New solo runs, fought at the hunting spot where you already are. Open them from the WORLD group. Start costs a small gold fee. First, kill the quota of tougher monsters. They pay more gold and XP but drop no items. Then fight the Abyss Warden. A clear opens the next depth. Claim pays gold plus a depth bonus, and Abyssal Dust. From depth 8 you also get Runed Shards, and from depth 15 Imbued Cores. One rewarded clear per account per day. A run lasts at most 6 hours and only moves while you are online and fighting. Clan dungeons The clan version of an expedition: CLAN & HALL, Dungeon tab. The leader or an officer opens a depth, and a 12-hour muster starts. Members who have been in the clan for 72 hours can join. At least 3 accounts on 3 different networks are needed to begin. The e...

Version 0.5.50

11 days ago
Abyss Floors 0.5.50 Accuracy and Dodge Every attack now checks accuracy against dodge. The attacker's Accuracy is compared with the defender's Dodge. A miss shows in the combat log. Weapons have accuracy by type. Bows, crossbows and magic are precise. Heavy melee weapons are less so. Monsters dodge depending on the area. Elite monsters dodge more but have less HP, so your income stays the same. The chance to miss can never go above 70%. The world boss and the World Abyss can't be missed. Your old dodge chance from gear still works, and it stacks with the new rating. New sources of Accuracy and Dodge: Two new House rooms: Dodge and Accuracy. They have no level cap. Two new clan buildings: the Watchtower (Accuracy) and the Shadow Hall (Dodge). Two new artifacts: the Hunter's Eye (Accuracy) and the Shadowstep Veil (Dodge). 32 new Trophy Room tracks (see Trophy Room below). Where to see it: the Character screen shows your Accuracy and Dodge. The combat screen shows your chance to miss the current target. The bestiary shows your hit chance once a monster has been studied enough. Accuracy and Dodge switch on shortly after the update. Until then they are shown but inactive. Trophy Room Mount trophies in the new Trophy Room to gain permanent stat bonuses. Each trophy type has its own track. Each step on a track costs more trophies and more gold than the step before. Some tracks give Accuracy and Dodge. Room trophies drop half as often as before. Market Buy part of a listing: on a stack for sale, press Buy and choose how many you want. You pay only for those. Works where the price splits evenly per piece. Change your price: you can change the price of your own listing. Lowering the price is free. Raising it pays the extra listing fee. Each listing can be repriced once every 60 seconds. Buyers are protected: a buy goes through at the price you saw. If the seller raised the price since, the buy is refused and you are not charged. Buy back: the Vendors screen lists your last 10...

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