In this update5
Full notes
Full Abject Abyss update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
Abject Abyss changes
Abject Abyss is nearly finished! It feels like I’ve been at 95% for ages, but those last few percent are always the hardest.
Now that we’re in the final stretch, I wanted to go over a few things, answer some questions, and set expectations.
RELEASE DATE?
The internal date I’m aiming for is getting very near, and I’m pretty confident I can hit it, but I’m not going to make it public until it’s absolutely 100% locked in.
GAME CONTENT?
The scope of this game started tiny, then sort of ballooned a little, and eventually I made the decision to cut things back down and keep it focused. The sooner I can complete this first project, the sooner I can apply everything I’ve learned to the next one.
So the final game is on the shorter side, but the price reflects that. I reckon it’s a fair trade.
I’m proud of what’s there. Abject Abyss is still the kind of game I enjoy playing, and that’s important to me.
POST RELEASE?
There will, of course, be patches and bug fixes. Beyond that, I’ll continue polishing and refining the game after launch, much like I’ve done with the demo.
The demo will remain available after release. I like the idea of players being able to try the experience before committing. As this is my first commercial release, I think that’s especially important.
Beyond that I do intend to make more games, but I’ll make sure Abject Abyss is as bug-free as I can get it first.
SEQUEL?
The short answer is: Maybe, but not right away.
I have a lot of ideas for how I’d expand on Abject Abyss in the future. But after spending so long on this one project, I’m ready to work on something new for a while.
So whatever I make next will not be a continuation of Abject Abyss. (It’ll still be horror though)
No promises here. We'll see what happens.
THANKS GUYS!
As release gets closer, I wanted to say a big thanks to everyone who’s played the demo, wishlisted the game, shared feedback or reported bugs. It’s cool that even a no-name dev’s first project can reach so many people.
I’m super excited to get this thing into peoples hands, and even more excited to take everything I’ve learned and apply it to the next project.
See you soon!
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