1. Abyss: New Dawn
  2. News

Abyss: New Dawn News

Before the Big Update arrives!

[p]A small glimpse of the new Eldergrove. Blue lands, Orange lands, and the path into the Abyss — rebuilt from the ground up. This is only the surface.[/p][p][/p][p][/p][p][/p][p][/p]

Preparing Big Update 0.3 Before Full Release 1.0

[p]As we move closer to the full release of 1.0, we’ve decided to introduce one final major milestone update: Big Update 0.3.[/p][p]While our initial plan was to focus entirely on 1.0 without additional large updates, development over the past months made it clear that certain core systems needed to be reworked properly before the final release. Rather than delaying improvements, we chose to integrate them now as a substantial update.[/p][p]With the upcoming Spring Sale, this also felt like the right moment to bring meaningful changes to the game.[/p][hr][/hr][h2]What’s Coming in 0.3[/h2][p]This update includes major improvements and structural adjustments, especially to Eldergrove:[/p]
  • [p]Reworked mineral distribution across the world[/p]
  • [p]New land areas added to Eldergrove[/p]
  • [p]Rebalanced slime distribution[/p]
  • [p]Many new creatures were introduced to Eldergrove[/p]
[h3]Design Goal[/h3][p]Our goal is to make Eldergrove feel more alive and dynamic.
It should become a meaningful preparation layer - a place where players can properly build strength before descending deeper into the Abyss.[/p][p]Because of this direction, many important resources and gameplay elements will now appear in Eldergrove.[/p][hr][/hr][h2]Additional Improvements[/h2]
  • [p]Enhanced Steam Deck compatibility[/p]
  • [p]Various balance adjustments and bug fixes[/p]
[p]Full patch notes will be published once the update is ready for release.[/p][p]Estimated release date: March 20[/p][hr][/hr][p]Thank you for continuing this journey with us.
We’re getting closer.[/p]

Update 0.2.7

[h3]Bug Fixes[/h3][p]Fixed an issue where audio volume could not be adjusted in the settings.[/p][p]Fixed an issue where resolution options were not visible.[/p][p]Added UI Scale support configurable in Setting option.[/p][p](This should improve UI readability on devices like Steam Deck. However, we currently don’t have access to the device for testing, so please feel free to share your feedback if the UI scaling does not behave as expected.)[/p][p][/p][h3]Full Release 1.0 Progress[/h3][p]We’ve completed the overall world layer for Zephyrion, and are preparing to design the next world layer, Eldoria, as well as the final world layer, Ancient Sanctum Shinmetsu, in the coming month.[/p][p]The following two months will be dedicated to building gameplay systems for these three final world layers.[/p][p]Once this work is completed, the game will be ready for a 1.0 Beta test.[/p][p]We will also prepare a short survey to invite players who already own the game to participate in the 1.0 Beta, if you’re interested in joining us during this phase.[/p][p]Thank you very much for your continued support![/p]

Dev Log - Zephyrion - A World Shaped by Wind

[p]Hello, Abyss Explorers. [/p][p]Today, we’d like to share a small development update on Zephyrion, the next world that will appear in your journey through the Abyss. [/p][p] [/p][p]We’ve begun early work on Zephyrion, which is currently in the map-building stage. At this point, the focus is on shaping the environment and defining how players will move through floating islands connected by wind. [/p][p]Movement between islands is primarily handled through Wind Launch points, functioning similarly to jumping pads, allowing players to traverse between floating islands using controlled bursts of wind. [/p][p] [/p][p]New creatures are also being designed for Zephyrion. Most of them are closely tied to wind-based behaviors, such as launching wind projectiles with varying strength depending on their level. [/p][p] [/p][p]Flying creatures like Wyrms and Dragons are currently under research and development. Proper aerial movement introduces additional complexity, so the flying system is still being explored and refined. We hope to have a stable foundation for it in the future. [/p][p] [/p][p]More details will be shared once these designs are ready to move into active implementation.[/p][p][/p]

**🎉 Happy New Year, Abyssal Explorers! 🎉**

[p]Thank you all for supporting Abyss: New Dawn, including those who backed the project before release, as well as everyone who joined during Early Access.[/p][p][/p][hr][/hr][p]As we welcome the new year, we’d also like to share a brief update on our development direction.[/p][p]Instead of releasing several separate large updates as originally planned, we’ve decided to focus all of that work into preparing the full 1.0 release.[/p][p]After careful consideration, we realized that standalone big updates could require players to replay content multiple times, which may interrupt the overall experience and cause frustration, something we want to avoid.[/p][p][/p][hr][/hr][p]Our current goal is to complete and release Abyss: New Dawn version 1.0 in approximately 6-8 months, with a more complete, polished, and seamless experience.[/p][p][/p][hr][/hr][p]We wish all Abyssal Explorers a happy and healthy new year, filled with great moments both in the Abyss and beyond.[/p][p]We’ll see you on the road ahead. 🔥 🔥 🔥[/p]