Abyssal Get the game

Bioluminescent descent shooter

Abyssal

Spend your glow, or the dark spends you.

Descend into a bioluminescent trench where the dark is a resource. Spend your glow to see and be seen, or hoard it and let the swarm close in unseen. A procedural deep-sea roguelike about pressure, light, and how far down you dare take a vessel you can barely afford to lose.

Free to play. Touch and controller support. Sign in only if you want leaderboards and co-op hunts.

The deeper law

Light is your resource, your weapon, and your liability.

  1. 01

    Steer. The cannons aim themselves.

    Move to survive. Your guns track the nearest threat, so your hands are on the stick and your eyes are on the dark.

  2. 02

    Hold Light to see and be seen.

    A wide light shows what is circling you. It also drains your glow and tells the swarm exactly where you are.

  3. 03

    Shockwave spends 34 glow.

    When the ring closes, burn glow to push everything back. A light given away pushes the dark back. Sit on it and the swarm closes in unseen.

  4. 04

    Clear the stage. Refit. Go deeper.

    Each stage ends in the Refit Bay with three upgrades on the table and one reroll. Thirty upgrades across four rarities, from Twin Feed to orbital drones.

A run on the Twilight Shelf: the sub sits inside its glow ring in the dark, hull and glow bars top left, LIGHT and SHOCK controls at the bottom, and Captain Vael's line, Scan the fallen. Remember what they were before the dark.
Twilight Shelf, stage 1, 577 m down
The Refit Bay at level 2: choose an upgrade between Twin Feed, Reinforced Plating and Magnet Coil, with one reroll left
The Refit Bay between stages

Five strata, none of them safe

The descent.

  1. 600 m

    Twilight Shelf

    The light still remembers you here.

    Boss: Shelf Leviathan
  2. 1800 m

    Midnight Reef

    Colour without sun. Everything glows or hunts.

    Boss: Reef Warden
  3. 3900 m

    Abyssal Plain

    Flat, cold, and endless. The swarm owns the dark.

    Boss: Plain Devourer
  4. 6200 m

    Hydrothermal Rift

    Heat, venom, and pressure that bends steel.

    Boss: Rift Colossus
  5. 10400 m

    Hadal Trench

    The bottom of the world. Nothing here forgives.

    Boss: Trench Sovereign

Bosses arrive before you see them: an approach, a chase, phases, and a death beat each. Every enemy down here is a creature that hid its light and turned.

  • Shelf Leviathan, a vast pale creature lit from within
  • Reef Warden, an angler with dozens of glowing lures and a mouth of needle teeth
  • Plain Devourer rising from the abyssal floor
  • Rift Colossus among the hydrothermal vents
  • Trench Sovereign, the dark at the bottom of the world

A fleet you actually feel

Seven vessels. Real control surfaces.

Each hull is procedurally rigged with its own turning, speed, light and glow regen. Five are earned in the Hangar with run credits. Two come only through Requisition.

  • SV LumenSurveyor
  • MakoInterceptor
  • BastionDreadnought
  • WraithPhantom
  • TempestArtillery
  • VANTA PrototypePhantom-X · Requisition
  • Leviathan's BaneFlagship · Requisition
The Hangar deck: the SV Lumen with its hull, power, fire rate, speed, turning, light, glow regen, range and signature bars, the seven vessel fleet below, and empty crew berths for a captain, two specialists and a robot
The Hangar. Stats, crew berths, seven hulls.
  • Living archive

    Scan specimens and recover objects into the Codex. Side missions on the way down: specimen scan, black box, reef survey, pressure test, mineral extraction.

  • Crew and perks

    Captains, specialists and robots fill four berths. Seven permanent perks and hull refits carry between runs. Checkpoints bank your progress.

  • Fleet Hunt co-op

    Open a hunt, share the invite code, and take the trench on together. Quick chat, mute and report are built in.

  • Leaderboards and Story

    Online boards per run, a Story mode with voiced narration, and an Endless Descent when the campaign is not enough.

  • Plays your way

    Touch joystick with LIGHT and SHOCK, or a controller. Reduced motion path, colour blind modes, haptics.

  • Ten languages

    English, Spanish, Portuguese, French, German, Russian, Japanese, Korean, Simplified Chinese and Arabic. Music per stratum.

The story

The deep was not always dark.

Something on the floor of the world drank the light upward. The Lanternbound sent one small sub, the Lampship, carrying the last unbroken light down through five depths. You are Captain Vael. A spark called Mote rides with you. A hoarded light curdles. A light given away endures. That rule is the game.

Get the game

Descend now.

App Store and Google Play listings are on their way. Until they go live, both badges open Abyssal at abyssal.tonyebrown.com.