
The DEEP Abyss is a survival horror game with multiple endings. Learn the unique traits of various monsters and adapt to survive. Collect items, make situational decisions, and use them wisely. Explore the map to uncover and clear multiple endings.
Modeled estimate, not a reported figure. How we estimate →
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About
You receive a request.
“Enter the abandoned facility.
Collect the evidence.
Do not let what happened here be forgotten.
Ease the lingering resentment of those who were left behind.”
It might be a joke.
It might be dangerous.
There is no reward, even if you complete the task.
This doesn’t feel like a normal request.
Still, as if guided by something unseen, you step forward.
When you finally woke up,
you were already inside the facility.
...
The more evidence you find,
the deeper you go into the abyss,
the faster it tries to swallow you.
Your only way to fight back is a flashbang.
Use it to hold back the abyss closing in,
and uncover the truth buried deep inside.
Movement
W A S D to move
E to interact
F to use flashbang
F to change flashbang mode
R to check inventory
G or RMB to throw flashbang
Esc to open pause menu
A Message to Everyone Who Buys or Plays This Game
This game was created using Unreal Engine 5.
This is my first game, so it may be lacking in quality or overall fun.
Making this game while attending school was honestly very difficult.
(Huge respect to all developers out there! )
I don’t know how many people will play this game(and to be honest, I don’t expect much),
but thank you sincerely for giving it a try.
If you have any feedback or questions,
joining my Discord server and sharing them would mean a lot to me.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Great first game, but could definitely use some improvements, either here or in future projects. THE ATMOSPHERE: Decent for such a short game. It gives me a similar feeling to watching youtubers play Slenderman when I was a kid. I think with some more time and effort put into the visuals and audio design, that the atmosphere could be a lot scarier. THE GAMEPLAY: Some cool ideas were played around with here. The concept of only having a flashbang to defend yourself from unpredictable enemies is solid, but I feel the gameplay is far too derivative to be memorable. The overall goal is very "Slenderman" (which isn't necessarily a bad thing), but it doesn't do anything really new or interesting with the idea. The enemies are very clearly inspired by popular Roblox games like Doors and Pressure (also not a bad thing), and at times can be kind of scary. The head monster certainly jumped me a couple times. The problem with the enemies lies in 2 main things. 1. The game never properly teaches you how to deal with them. Enemies like the Eye, The Spider Teddy Bear Thing, or the Electric Eye are okay as their function is very self explanatory and players are likely to learn how to deal with them after running into them the first time, but the Head monster is immensely frustrating to deal with as a new player. The game does nothing to explain that you have to look up to periodically check if it's there, and stare at it to make it disappear. Because of this, I died multiple times trying to look for it on the ceiling (I thought it dropped down onto you) and failing to kill it with the flashbang. I think this could be improved by giving it an obvious sound cue when it spawns, as well as more noticeable feedback to visually show the player that it dies when you look at it. 2. The enemies are clunky and slow to deal with. Because of the physics of the flashbang, and the annoyingly small hitboxes of the enemies, it can be a nightmare to actually kill an enemy with the flashbang without it randomly bouncing to some random other place, or not hitting them even when it's right next to the enemy. This is compounded by the infuriatingly long cooldown the Flashbang has, which makes fighting multiple enemies in a row feel unfair as you don't have the needed options to actually survive. Not to mention how boring it is to wait around a corner for 45 whole seconds just to whiff again because enemies on stairs are basically impossible to hit. The game acknowledges this by having flashbangs be findable on the map, and usable in the inventory to instantly refill your flashbang. This doesn't truly help with the boring nature of waiting for the cooldown, as the refills are a limited resource. Why would the player waste a limited resource when they could save it by waiting around a corner? This isn't fun, and game devs need to realize that a lot of the time you need to force players to have fun by making the fun way to play the easiest and most accessible avenue of playing (aka not waiting for 45 seconds doing literally nothing but waiting for your flashbang to recharge. Another problem is that sometimes the enemies can put you in situations that feel unwinnable, which just isn't fun. I was once walking up to a T shaped hallway, I notice the red glow of the eyes seemingly coming from the right, so I look left, just to see the eye. I react fast enough to only lose half my health and immediately turn to the right instead and... die. There was a second one on that side too. Things like this as well as the spiders randomly spawning behind you or around a corner and literally not giving you the time to react cause the player to feel like they died through no fault of their own. This can be extremely frustrating and take players out of the experience. I think the way to fix this, is to limit spawns to be far enough away to give players a chance to react, and give the enemies very obvious visual and audio cues before the enemy is within threat range. This can freak the player out, as well as give experienced players the ability to anticipate the upcoming problems in their way. THE STORY: This is the most subjective section inherently, but I think there's still some basic tips I can give to help this and future stories resonate more with players like me. It's simply too basic. The endings, while for the most part well written, simply don't feel rewarding enough for the effort needed to achieve them. Specifically the "Special Ending" is very lackluster, as it doesn't either give the player the favorable outcome that they will feel like they deserve after doing everything needed to get it, or reveal anything of substance about the lore that the player couldn't already infer from the "True Ending". I would fix this by treating each ending as not just "an end", but as an opportunity to reveal more lore about this world to the player (similar to Pressure), with the amount or importance of information revealed directly corresponding with how hard the ending was to get. This will make players happy to get an ending, even if it's just an ending you get from dying, as the player will get to learn more about the world. Small footnote: Spelling mistakes can take people out of the game. Please use a spell checker before adding text. I know I wouldn't trust myself to spell correctly after a full day of classes lol. OVERALL: A great starter game! It's genuinely impressive to release a game at all while in school. As someone who is working on some game dev projects of my own, I can tell you put a lot of time and effort into this project and I wanted to applaud you for that! It's not easy! I hope my review didn't come off too mean or harsh, as my goal is NOT to discourage you, but rather to inspire you to go on to bigger and better things. Great Job, and keep creating!
[h1] 教程 背包-B 进游戏 猛按B 没反应 这游戏就是在限定时间内或者说限定恐惧指数内找东西跑路 没什么意思 [/h1]
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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