Abyss (Demo)
A downloadable game for Windows and Linux
Abyss is a third-person action platformer about a llama scavenging resources for survival in a tyrannized, unforgiving world. Run, jump, slide, and boost your own path across a dynamic landscape of floating isles, gathering scrap and dodging gunfire. Use gun turrets, explosives, islands, ropes, and your trusty radio to aid your survival. Or don't. It's all up to you!
Featuring difficulties for all types of gamers, Abyss is approachable to casual and hardcore enthusiasts alike!
- Hard - the default difficulty the game is designed around, challenging and unforgiving
- Medium - plays similar to hard, but more forgiving
- Cakewalk - little combat and more peaceful, lenient gameplay
- Masochist - for when you really dislike yourself
This is a gameplay prototype/demo that contains one level. Estimated playtime (including learning) is about 30 to an hour total.
Contains mild blood and frequent violence.
Controls
- WASD to move
- Spacebar to jump
- Hold to boost
- While using Anchor, confirm
- Shift to slide
- E to interact
- Mouse to look, aim
- Left Mouse to repair
- While using Flint, shoot
- While using Radio, toggle
The game does not yet support controllers nor control rebinds.
Updated | 11 days ago |
Published | 12 days ago |
Status | Prototype |
Platforms | Windows, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | StagMath |
Genre | Action, Platformer |
Made with | Blender, Audacity, Substance Painter & designer, Godot |
Tags | 3D, Physics, Singleplayer, Third Person |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Install instructions
Windows: If a security window pops up, click "More Info > Run Anyway"
Linux: If it isn't already, you might have to make the file executable by running the following command on it
chmod +x abyss_demo_v1.0.0.x86_64
Comments
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Cool I going to check later. idk if my pc can handle it.
Hello, thanks! If you run into issues, there are a few graphics settings on the bottom of the Settings menu that you can adjust (Resolution Scaling seems to be most effective). I know the game could use some performance boosts, so that’s my next milestone.
the concept sees cool. The game need optimization, as you said.
Special tip: Use "var :=" on variables & constants on Godot engine. In Gdscript the variables can change type, when you use "var :=" instead of "var =" you optimize the definition for the game engine. So Godot don't need to discover and define it.
btw: just suggestions, thanks for reading.
I’m doing some of these, but I’ll look into the others, and also see if there’s more I can’t do with what I have. Thanks!
Some performance is CPU-blocked too (the rope simulation and AI are intensive), so multi-threading will help distribute load.