Informazioni su Abyss Floors
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.