A dark-fantasy semi-idle MMORPG where you don't fight the fight — you engineer it. Pick your build, gear and hunting ground, then watch tick-by-tick combat carve you down through 19 zones of a descending abyss. A real player-run economy, clans, opt-in PvP. Farm. Upgrade. Conquer.

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Akan Datang ke Akses Awal

Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“Abyss Floors is a solo-built MMO, and an MMO is only real once people are actually in it. It has just come out of a closed alpha, and Early Access is how I keep building it with the players instead of guessing in the dark. The economy, the balance of the deep zones and the endgame all get better the more people descend and tell me what breaks. Progress is permanent: everything you build in Early Access carries forward. There is no wipe.

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

“We plan on roughly two to three months. Early Access starts on 1 October 2026 and we are aiming for the full 1.0 release at the start of December 2026, but that date will move if the game needs it.”

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“The world already spans 19 zones, but the gear catalog and the balance are tuned most carefully for the earlier bands. On the road to 1.0 we plan to extend gear, drops and balance across the full depth, deepen the skill trees, tune deep-zone difficulty and the economy, and harden PvP, clans and territory based on what players actually do with them. We also plan to add combat audio, more monster and weapon variety, and quality-of-life.
improvements the community asks for. The shape of the game is not planned to change; the depth and polish are.”

Bagaimanakah keadaan semasa versi Akses Awal?

“Fully playable from start to endgame: 19 zones, over 600 monsters, an item catalog of more than 800 items across six rarities, nine weapon archetypes, uncapped enchanting, crafting, a player house with upgradeable rooms, an open player market, clans, territory and opt-in PvP, all on a server-authoritative economy. It runs on desktop through Steam and in the browser. It is early software with rough edges, and balance in the deepest zones is the part I am least sure of.”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

“Abyss Floors is free to play, and we are not planning to change that when we leave Early Access. We may offer an optional premium account boost that speeds up progression; we plan to keep the full game playable without it.”

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“Directly. There is a Discord and public devlogs, I read and reply to feedback myself, and balance changes are discussed in the open before they ship. Because progress is permanent, players are building the real game world from day one. Bug reports, balance complaints and build theorycrafting are the whole reason the doors are open early. Steam discussions and community reviews will be read and answered.”
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Permainan ini belum tersedia di Steam lagi

Tarikh Keluaran Dirancang: 1 Okt, 2026

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Tentang Permainan Ini

You don't fight the fight — you engineer it.

Abyss Floors is a dark-fantasy semi-idle MMORPG, inspired by the brutal, economy-heavy worlds of the old-school online RPGs. It trades twitch reflexes for something slower and deeper: you choose the weapon, the build, the gear, the hunting ground, the house that sharpens your edge, and the clan that guards your back. Then the world turns, tick by tick, and your character carves its way down into the dark — while you watch the log scroll, or while you're away.

Progression is measured in months and years, not evenings. Every level, every enchant, every rare drop is a real event in a living, shared economy where gold is conserved, wealth is earned and taxed, and the best gear in the game is won, not bought.

How it plays

Combat is [b]automated and shown as a live, colour-coded log[/b] — every hit, crit, dodge, kill and drop, resolved by the server tick by tick. The skill is in the decisions, not the button-mashing: which build, which gear, which enchanting risk, which room to camp. It runs in your browser and on desktop, it keeps progressing while you're offline, and it works on your phone.

The core loop

  • FARM — pick a hunting ground suited to your level and build, and let tick-based combat grind out XP, gold, resources and loot. Where you camp matters: throughput, rarity and danger shift zone to zone, room to room.

  • UPGRADE — enchant your gear (no level cap — the odds and the exponential cost are the only ceiling), temper it with guaranteed upgrades, roll multi-affix rarity, craft what you can't find, and pour gold into a house whose rooms quietly compound every hour you play.

  • CONQUER — flag for PvP and fight over loot-rich contested rooms, capture territory, raise a clan, fill its treasury, and climb toward the Mythic weapons and armour that mark the true endgame.

Then repeat, one layer deeper.

The descent

The world is an abyss — 19 zones spiralling down from The Threshold at the surface to The Void Absolute, 500 levels below. Each layer is darker, richer and deadlier than the last: the Hollow Mire, the blood-soaked Crimson Marches, the Drowned Cathedral, the Godgrave, the Silence, the Erasure. 611 monsters stand between you and the bottom, and the deeper you go, the greater the spoils — and the greater the risk that another player is watching from the shadows of a contested room.

A real player-driven economy

  • Gold is conserved and dupe-proof — faucets are balanced against sinks, and wealth above a threshold is taxed so nobody hoards their way to permanent dominance.

  • Every item of value is player-traded on an open market. Prices mean something.

  • An 836-item catalog across 6 rarity tiers up to Mythic, including 321 weapons across 9 archetypes — each with its own skill tree, playstyle and real trade-offs. There's no single best build, only the best build for how you want to play.

Clans, territory & opt-in PvP

  • Clans with a three-role hierarchy, a shared treasury and a Clan Hall of buildings that buff the whole clan.

  • Capturable territory, one open-PvP zone, and PvP-hot pockets inside otherwise-safe zones.

  • Consent-based PvP with a karma system (White → Purple → Red): the richest rooms are contested, and every kill has consequences.

A house that compounds

Buy and level a personal house of 15 room types — cheaper forging, faster XP, flat combat stats, a faster kill cadence, more storage, richer offline gains. Most rooms have no level cap; each level simply costs more than the last. It's a deliberate gold sink that rewards the long game.

Built for a life, deep enough to obsess over

  • Offline progression — the world keeps paying out while you're away.

  • No hard level cap — a soft cap slows but never stops you; weapon mastery rewards loyalty to a playstyle.

  • Danger you opt into — mostly PvE, with real stakes wherever you choose to flag up.

Your progress is permanent

We do not wipe characters, items or currency — not at the 1.0 launch, and not at any other time. What you build from today stays yours. It says so at sign-up, not buried in a forum post.

A note from the developer

Abyss Floors is a solo project, in Early Access from 01 October 2026, with the full 1.0 launch on 1 December 2026. It's early, and there are rough edges, balance in the deep zones especially. That's exactly what Early Access is for. If something breaks, bores you, or feels unfair, I want to hear it.

Everyone starts at the Threshold. Almost no one reaches the Void.

Farm · Upgrade · Conquer.

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:

Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.

Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.

Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.

Keperluan Sistem

    Minimum:
    • OS *: Windows 7
    • Pemproses: Intel Atom
    • Memori: 1024 MB RAM
    • Grafik: Intel HD Graphics
    • Storan: 110 MB ruang tersedia
    Dicadangkan:
    • OS: Windows 11
    • Pemproses: Intel Core i3
    • Memori: 2048 MB RAM
    • Grafik: NVIDIA GT 1030
    • Storan: 110 MB ruang tersedia
* Mulai 1 Januari 2024, Steam Client hanya akan menyokong Windows 10 dan versi yang lebih baharu.
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