
Descend into the Pale Abyss, a cursed chasm where the forgotten truths of a dying world fester in its depths. Inspired by games such as King’s Field and Shadow Tower, Pale Abyss is a first-person action RPG about exploration and adventure. Currently it's just a demo with about 1 h of playtime.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Our precious sunlight… taken by that… thing.The Pale Abyss, they call it. A wound in the earth, an accursed maw that swallows all it touches. And from its depths spills that pale, unholy light. Lay your eyes upon it… Our warm and golden sunlight has been dragged down into that darkness, twisted and defiled. Mocking us with what was taken!
Master the tactile combat of old school melee and magic when battling strange creatures and traversing the depths. If you want to survive the Pale Abyss, you'll have to fight with every scrap you can find. Long lost weapons, spells and consumables will aid you on your way.
In the Pale Abyss the otherworldly beings seem to clash and influence whatever mortal beings dare to descend its vast depths. Your actions in battle and during exploration shape your mind and body as you drift towards either the Abyssal or the Occult. Many secrets and powers are connected to the otherworldly, but when trifling with the eldritch, you might discover unheard of dangers as well...
Harken back to a simpler time in gaming where the few polygons we had jittered and shifted away as we were in awe of the first instances of 3D on our CRT screens. Pale Abyss combines its more modern gameplay with this nostalgic aesthetic to bring a whole new experience in a familiar form.
Choose from 6 different starter classes with unique origins and let your choice of character stats and Level Ups empower you and the way you fight!
Communicate with other delvers with Chatter Pebbles. Leave behind cryptic messages for other players to find and feel the faint echoes of other players' journeys as you traverse through the Pale Abyss.
Pale Abyss is a student project by a team of three people made within six months. As such, this game is currently only a short Demo with about 1 hour of playtime, but we will continue providing updates in the future.
Our humble team at Permanent Crab Studios consists of one Programmer, one 3D Artist and one Musician. While it ain't much, it's honest work, so please enjoy this experience we created for any Adventure Game enthusiast.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game needs a lot of cooking. I'm pretty forgiving on demos and on Field-likes specifically. But this was a jarring, frustrating thing every other minute of play, really can't recommend this right now. Forgivable Audio cuts out entirely at some times. Music, sound effects, ambience. Item pickup ranges are terribly short. Parry seems to be broken sometimes, and working on other times. Despite the engine, there's a noticeable input lag even on the lowest visual settings. Enemy bodies seem to block item pickups. Alignment system has no tangible effect, and even if it did, the notion of Enemy attacks are a bit too one-dimensional. Having at least a slight variation helps in selection size. Exploration was half-baked for the areas in the demo. Lots of places to go, but nothing there besides skeletons for thematic storytelling. Lack of gear slots makes the game lean into a copy of Lunacid, which is not terrible, but for a team of people lacking the sensation of passion in the aformentioned titles of King's Field, and Shadow Tower. Very gear-based games. Art direction is interesting, but at point in the demo, also infers heavily towards Dread Delusion. Floating islands, undersea themes of coral and yet some formations of wood and foresty notions makes the game feel like a double down in a lack of unique theming. It felt like I was playing a mix of the two games. Interesting, but not enough to feel good. Unforgivable Jumping after sprinting should not change your air speed. Just feels bad. Hotkeys for exiting menus is not the same on each menu on keyboard. Despite the environment looking a certain way, there are invisible walls keeping you from using certain routes. Finish models even partially or don't add a jump feature. Charging the attack completely nets you with 1.2 times the damage. There's no reason to not spam wildly while circle-strafing. Don't nerf uncharged, but make charging worth it. Charging the attack and letting go snaps back into using MORE stamina for some reason, eventually this happened every time I charged an attack. Borderless windowed is still just windowed. There is a border outside of the game where you can click outside of the game. The game clearly wasn't tested with mouse and keyboard primarily. Starting as the 1-stat class is supposed to allow for a more efficient growth while struggling for a while at first; not be an across the board unenjoyable start. Enemies seem to level but don't visibly show this outwardly even in the same exact area. This makes points invested feel useless. Final Thoughts I wish the game felt more like it was trying to be a unique experience. It feels like someone who hasn't played these games to completion without cheat codes is trying to make a similar game, and is looking down on the testing process of development on top of it all. There are many sub-par Field-likes out there. I hope this does not turn into another one.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ok i know it's a demo but there are some pretty glaring problems in my eyes. despite what the description of this game says i firmly believe this game was inspired directly by lunacid, sharing exact control binds and menu ui layouts. this game straight up feels like someone played lunacid, liked it, and then tried to make it again with their own spin. i have no problem with this as a concept. the problem comes in the execution. lets start with the stamina meter. on paper seems like a pretty good idea, a staple in the souls genre so integral that removing it would completely reshape the way combat is handled. problem is that dark souls has several ways in which this meter is utilized, and the way it is implemented here is garbage. the combat is so incredibly simple and one note that all the stamina bar serves for is a timer you must wait for to refill before you are allowed to do another charged attack. the lack of a roll in this game makes it so that this is also the *only* use it has in combat, unless you count blocking but it's nearly useless and also prevents stamina regen. if simplistic combat was the goal then the removal of this bar would increase the game-feel tenfold. then comes the actual level design, in particular enemy variety and placement. as a point of reference, in lunacid the first enemy type you fight is a snail that can hardly move, barely turn, and has a pitiful time actually attacking you. this is fine cause you probably picked the "tarnished" class that starts with no stats. this complete loser of an enemy makes the first area work for grinding up stats if you want, or skipping through if you don't. TO CONTRAST THIS, the first enemy you find in pale abyss is an upright sort of crustacean creature that attacks frequently, hurts real bad, and moves at your walking speed (assuming the weakest class). i tried to flank it to check for a weak spot - a trait i assumed would be borrowed from lunacid - but found that the enemy turns so fast and recovers from a whiff so quickly that it was literally impossible to even check. this enemy is also fairly tanky compared to dps of the weakest class, which is only exacerbated by the previously mentioned stamina bar, leading to decent stretches of times where i was just kiting the enemy waiting for my stamina to recover. all this could still be ok in my mind, if it weren't for the fact that as far as i played, enemies were littered around as if to fill some kind of quota. you either spend minutes on end hacking and kiting waiting for your stamina to refill, or run past the ever growing hoard of shrimp and skeletons chasing after you at your same movement speed. i am aware that there is a run button, but the game did not give off the vibe that the intended way to play was as a trackstar with a stamina meter to help get extra ground. generally the "weak" starting class is not chosen for the difficulty, rather the customization offered later down the line, given some starting roughness. in pale abyss it feels as though picking this class makes the decision for you that you *must* grind near the starting alter, lest you suffer the hoard of enemies waiting for you not even 5 minutes later. so maybe minor balance change idk i did like some things about this game it wasn't all bad. even though i never got far enough to see what it affects, the concept of choosing between two different magic types and having the option to "cleanse" alters in order to influence your affinity for either is pretty neat. the decision to add the soulslike ground messages is pretty interesting, definitely not something i expected to see. the graphics in the game are pretty charming too, at least to me. so yeah tldr the combat is bad due to stamina in such a barebones combat system, and the enemies feel very overtuned
The game was decent. The world is visually unique and interesting, but the mechanics were too repetitive. The fighting was a bit boring for me. I get it that this is a prototype, but the game isn't for me.
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While it probably is rather generic, I think for a 3-people debut game who are doing this out of passion it definitely was an enjoyable preview to the full game. I'm hoping that the final game will expand, as this was just a demo showcase and hence lacking in content. but I think critiquing it for that would be unfair since it's less than an hour of playtime. What matters is setting, mechanics/combat, and visuals. It definitely sold me on the setting and visuals. As for mechanics, this has some very interesting ideas that will hopefully be more thoroughly explored in the full game.
·07/10: Buen prólogo.
The games is good but simple and I look forward to see how it developes into a full game
Short, free, decently fun King's field/morrowind inspired gem. No real difficulty, depth, story, etc but the aesthetic is perfecto.
Very solid, I really enjoyed playing this prototype and hope you're developing the entire game now.
very well worth trying love the world aligment stuff loved it in demon souls love it here i just wish there was more to combat new moves or anything of the sort would be amazing
Audience
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