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Steam News20 May 20261mo ago

PLAYTEST NUMBER 3 AND MAJOR UPDATE

MAJOR UPDATE AND PLAYTEST 3 After 4 Months, The next update and playtest is here!

In this update15

Full notes

Full Nine Prophets: The Abyss update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes48 additions25 changes1 removal
  • Performance
  • Maps
  • Gameplay
  • UI and audio
  • Balance
  • Events
changedTLDRI have restructured the game as a whole. Reducing overall file size for the game as a whole, reducing the risk for bugs and glitches and creating a much easier development cycle.
addedTLDRAll maps have been updated and redesigned as well as the addition of 7 new maps to include lighting and layer effects for some.
addedTLDRAdded a full prelude to entering The Abyss with full cutscenes
addedTLDRAdded Combat Classes and a small introduction story that recommends a class based on your answers
addedTLDRAdded 8 new weapons, 2 handed weapons and off hand equipment, each with specific combat skills
addedTLDRReworked soul mechanics, adding buffs at prophets instead of fountain and adding a soul purification ritual.

Nine Prophets: The Abyss changes

changedI have restructured the game as a whole. Reducing overall file size for the game as a whole, reducing the risk for bugs and glitches and creating a much easier development cycle.
addedAll maps have been updated and redesigned as well as the addition of 7 new maps to include lighting and layer effects for some.
addedAdded a full prelude to entering The Abyss with full cutscenes
addedAdded Combat Classes and a small introduction story that recommends a class based on your answers
addedAdded 8 new weapons, 2 handed weapons and off hand equipment, each with specific combat skills

MAJOR UPDATE AND PLAYTEST 3

After 4 Months, The next update and playtest is here!

I have been hard at work and although this one took awhile, I believe Nine Prophets: The Abyss is very close to being ready for a Demo Release! As always I would like to make an update outlining everything I have done Starting with a....

TLDR

  • Playtest 3 will release on 5/20/2026 or 5/21/2026

  • I have restructured the game as a whole. Reducing overall file size for the game as a whole, reducing the risk for bugs and glitches and creating a much easier development cycle.

  • All maps have been updated and redesigned as well as the addition of 7 new maps to include lighting and layer effects for some.

  • Added a full prelude to entering The Abyss with full cutscenes

  • Added Combat Classes and a small introduction story that recommends a class based on your answers

  • Added 8 new weapons, 2 handed weapons and off hand equipment, each with specific combat skills

  • Reworked soul mechanics, adding buffs at prophets instead of fountain and adding a soul purification ritual.

  • Added side quest and survivors storylines

  • Underwent Combat balancing and added new ability types to categorize skills

  • Reworked journal pages into one large item that updates as the game goes on.

  • Reworked Armor and Weapons crafting to each use one crafting component across all weapons or armors per tier

  • Added Placeholder death portals to all allies

  • Sound reworks for most interactions

  • New dialogue and story additions and reworks, to include characters, journals and enemies

  • New enemy types and new boss

  • Scenes when dying for some enemies

  • Reworked most sprites and character models as well as adding better sprites to prophets in camp

The Longer Breakdown

First and foremost, Playtest 3 is here and will be released on 5/20/2026 or 5/21/2026 and this will be shortly followed by the demo!

Secondly, I would like to share my intent for this update, as the game is still in development. The main goal I have is to create a playable demo that includes ALL of the systems and mechanics that the game will have. This doesn't mean every enemy and the full story, but it instead means that I want a true vertical slice of the first 1/3 of the game.

The Intent

What I want the demo to include story wise is

  • The full prelude

  • The Abyss meeting

  • The entirety of the Introduction gauntlet and gauntlets 1 - 3 with their lore journals and stories

  • One side quest within the forest

  • Obcecar's Death Portal

  • The temples events

  • All Story events including The Man In Green

  • The Blessed Rebirth

The good news is all of these are in the game now and are fully functional! I will likely add to them, but it will mostly be cosmetic and cinematic inclusions from here.

What I want to include mechanics and system wise is

  • Gauntlets and their gameplay structuring

  • Soul Purification and Manipulation

  • Crafting for Weapons, Armors and Potions

  • Basic Fishing

  • Cooking

  • Prophet archetypes, secondary functions, Death Portal Revivals and permadeaths

  • Combat Ally/Enemy Archetypes, Speeds and Atmosphere

  • Reflexive Journal System

  • Resource (Including ally) Management

  • Death Scenes

  • "Trophy" Room updates and reflexiveness

These are all in the game as well and likewise with the story they will likely not need to many changes within the Demo, outside of minor cosmetic and cinematic changes!

A final note, I am currently working on an original soundtrack and will likely end up replacing most of the current soundtrack, However the demo will likely not include this change.

With the TLDR and INTENT sections covered. I would like to give a more detailed and In depth update starting with...

Restructured Game Layout

Essentially as my coding skills have improved I have improved the game as a whole, reducing many repeating assets, maps and events and condensing the game into a much more manageable and simpler project, resulting in easier developer side playtesting and reducing the risk of game breaking bugs or glitches with no change to the actual gameplay and available content to the player. This will also significantly reduce file size. (Not that Nine Prophets: The Abyss was a large file size to begin with) and should make future updates much faster easier to implement.

Map Reworks and Scenery

Map reworks are something I believe needed to be done as my skill as an artist has improved along with my understanding of game design when pertaining to overworlds and mapping. With the intent of creating a stronger and more impactful atmosphere for the player.

  • The campfire has been updated with new art to the fire itself, the tree lines, and the hammock

  • All forest maps have been updated with lighting effects and ambience to compliment the changes.

  • Many maps have been added with the addition of new explorable areas.

  • The entire cave has been updated with better surroundings, more details and new lighting effects to try and improve the overall atmosphere of the gauntlet.

  • Reworked the path leading up to the Temple

  • Added new Trees and Shrubbery.

  • Changed the Secret path into a ritual site

  • Updated and reworked fight Combat Battle backs

Full Prelude

  • Includes original home start which has been updated for better clarity and added small story inclusions.

  • Added a small dialogue based choose your class system that lets you pick answers to receive a starting class

  • Added a small castle scene, which gives the player a small quest to complete

  • Added a carriage cutscene with dialogue amongst a few characters

  • Added a map with new design style that leads to the start of the game from the previous update.

Survivor's Quest

  • Added a side quest within the forest

  • Added new characters with lore and story inclusions

  • Added a new item as reward for completion

  • Added The Tree Of Flesh intro area

  • Added Dobo Den

Ouro's Sacrifices

  • The temple has been visited by a Demi-God. Good Luck, Prophets.

Combat

  • Changed Evasion Icons to progressively Increase, Instead of apply multiple times. Resulting in Icons that are easier to understand.

  • Added Agility to enemies, making some enemies faster than some characters

  • Added Priority to more abilities, Including Negative priority to some stronger abilities.

  • Added 9 classes into the game, these classes are designed to offer different playstyles to the player

    1. Warrior

    2. Berserker

    3. Assassin

    4. Arms man

    5. Sentinel

    6. Support Caster

    7. Battle Caster

    8. Destruction Caster

    9. Generalist

  • Added weapon classifications, Known as Main Hand, Off Hand and 2 handed weapons

  • Added Weapon Arts, which are weapon and equipment specific abilities

  • Added 8 New Weapons (and equipment's)

  • OLD WEAPONS

    1. Spear (Two Handed)

    2. Club (Main Hand)

    3. Staff (Two Handed)

  • NEW WEAPONS (AND EQUIPMENTS)

    1. Swords (Main Hand)

    2. Daggers (Main Hand)

    3. Great Swords (Two Handed)

    4. Warhammers (Two Handed)

    5. Wands (Main Hand)

    6. Shields (Off Hand)

    7. Crossbows (Off Hand)

    8. Grimoire (Off Hand)

  • Reworked and balanced all weapon stats and abilities

  • Renamed Stats to better fit theme of game

  • Added new enemies, to include roaming enemies, or enemies that will move around and chase down the player in the overworld in compliment to the mandatory gauntlet fights at the beginning and/or end of gauntlet rooms.

  • Dying to Abyssal Younglings will play a death scene

  • Changed Items that offer combat Buffs to be permanent until the end of the next combat, this fixes any issues with buffs being slowly removed when walking around the map and accounts for roaming enemy dynamics.

  • Fixed many small combat related bugs and inconsistencies

Crafting

Crafting required too many separate components and the menus felt a little counter productive, With the addition of so many new craft able items I spent time refining these aspects of the game for less item clutter and easier navigation for players.

  • All weapons and off hand equipment upgrades using Abyssal Stones, which have higher tier variants (+1 +2, +3) for stronger upgrades, replacing individual components for individual weapons.

  • All Armors upgrade using Abyssal Enfusions, which have higher tier variants (+1,+2,+3) for stronger upgrades, replacing individual components for individual Armors.

  • Added Crafting for all new weapons and off hand equipment's.

  • Changed the Workstation Menus to be easier to navigate and craft similar equipment's, added sound to indicate when crafting failed due to components missing and displays which component is missing.

Journal

The Journal has been reworked to be entirely reflexive, this allows for all previous items that were journal related to be fused into 1 item and actively updates as the game goes on. The Point of this is to reduce inventory clutter and provide for an easier and menu experience.

  • Added all weapon journals

  • Added New combat journals

  • Added New crafting Journals

Souls

  • Added the Soul Purification Ritual Site

  • Added the Soul Purification Ritual

  • Changed the Evolved Birthstone to

    1. Be the trigger that allows for soul absorption

    2. Allow for devouring souls by clicking the Item from the key items menu when holding a Purified Soul.

  • Changed all soul rewards to Corrupted variants, which need to be purified at the Ritual Site

  • Changed the buff prophet souls locations to be at the prophets themselves, when holding a Purified souls

  • Added dialogue to Rosa that reflects soul exchange and soul training

  • Added flashes when absorbing souls for effect

  • Changed Secret Path into 1 Map that covers all previously found Items and is now called The Ritual Site

  • Adjusted The Man In Green's Dialogue to include soul dialogue and birthstone guidance

Misc

  • Added cooking to Small Campfires and allowed cooking at them before gauntlets even when saving is not available

  • Updated Investigators walking animation

  • Changed all enemy sprites and updated prophet sprites to feel less static.

  • Added More convenient and frequent tutorial messages and Gauntlet reminders

  • Changed Prophet Lost Sprites

  • Added Placeholder Death Portals for all Recruitable Prophets

  • Added New Cooking Items

  • Fixed various bugs for some combats and events

  • Fixed ability tutors being able to teach the same ability more than once

  • Added multiple transitional scenes and dialogues to help guide the player between gauntlets

My Final Thoughts

For this update of course. There are likely some things I missed within this update that you will see within the game. It's been a productive 4 month for me and I am incredibly proud of the time and effort put forth for

Nine Prophets: The Abyss to become what it is today and I will continue to build create and share my progress with all of you. Thank you to everyone who gives my Nine Prophets a chance, I hope you all enjoy this playtest and in the near future the demo, and as always.

Good Luck in The Abyss, Prophets.

Source

Steam News / 20 May 2026

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