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Phantom Abyss News

Phantom Abyss Revised Roadmap for 2022

Thank you for playing and supporting Phantom Abyss in Early Access! We have taken community feedback into account and are working on more features for the game, and we hope you will enjoy them. Phantom Abyss is also part of the Steam Summer Sale, happening now! Here is a look at our revised Roadmap for the rest of 2022:

Power system has been changed (again)

After talking amongst ourselves and talking to the community, we've made the following changes:

The following blessings have had power costs removed:
- Double Jump
- Wings
- HoverSlide
- Whip again

The ONLY blessings that cost power are now:
- Soul Armor (costs 1 power)
- Banishing Whip (costs 1 power)

Default starting power is now set to 2.

Wings are now able to be bound in the options menu (default is same as jump)

Added a "temple options" section, where players can choose to enable/disable "phantom traps"

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We appreciate the passion the community has shown us in what they like and don't like. We will always strive to make this the best game it can be.

Our intention on creating a global power system was to give us room to create more powerful moves/abilities without breaking the game. We appreciate this system being used on movement abilities was ultimately more negative than intended, as by attaching a resource to them - the result was players not wanting to use them at all.

At the end of the day we want players to be using powers and having fun. So please, run free and enjoy!

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Our current plan is to leave the game in this state while we work on the next big update. We will be posting our updated roadmap with more details shortly.

For a peek into our thoughts and what we're working on next, you can check out the latest Twitch stream vod here https://www.twitch.tv/videos/1442645195?t=0h28m57s

Next update discussion starts around 29:00 and goes for about 10mins.

We do streams every 2 weeks with a different member from the team.

Please feel free to drop by our discord. https://discord.gg/ccZUSJX77W
We try to get through every question posted in the QnA channel on our discord every fortnight.

We also have an "upvote" system in our ideas channel to get great visibility on what the community thinks is a good (or bad) idea overall.

Thank you all, we will be in touch soon to discuss roadmap plans!

Ben

Power Patch - and a bigger discussion on the status of the game

Hi everyone. I’m Ben Marrinan, the lead designer of Phantom Abyss.

There’s been many thoughts and opinions thrown our way on the “power” update.
At the end of the day, we’re making this game for all of you, and it’s clear to us that many are upset about several changes in this update.

We’ve just released a patch with the following changes:
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Power draining blessings (Hover Slide and Wings) functionality has changed.
Before: Hold to hover. Bar segment(s) drain. On release it will continue to drain the last used segment.
Now: Hold to hover. Bar segment(s) drain. On release will REFILL the last segment used.

This means it’s now possible to hold wings in short bursts and it will never consume a power segment.

Additionally, Wings are now activated with the button, rather than .
This makes activating wings much more intentional, and no longer forces you to do an unintentional double jump or vice versa.

Power costs removed from the following blessings:
Chance to avoid damage
Crouch Jump
Fall Heal

Power costs reduced to 1 for the following blessings:
Double Jump
Whip again
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We understand some of you would rather we remove the power system entirely, as it has reduced how powerful you can become throughout the course of a temple.

The intention behind the power system is the opposite, shown by the 3 new blessings added this update (Banishing guardians, invulnerability, and whipping again)

We understand with double jump specifically, players are upset with only being able to use the ability a few times per floor. We get it. Double jumping is fun, and is also a skillful move when used well.

We ultimately made the decision to keep double jump as part of the power system because we feel players are able to entirely skip too much content presented to them with the ability. This speaks more to our failure on the trap layouts - and a more ideal solution would be including more hazards in the top half of a room to allow double jumping to still be a thoughtful decision rather than automatic decision.

We will be monitoring how the above changes go for now. We’re not afraid to admit when we’re wrong, and ultimately we want you to have fun.
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On top of these changes, we’d like to address point by point various issues players have been mentioning.

What’s going on with the road map?

We’ve spent a lot of time talking about what’s next. Being an Early Access title - (and especially one that relies on other players to play the game for the full experience) we’ve learned a lot over the past few months and am excited to share what we have in store next. We’ll be sharing these plans soon, and we hope they will both excite and reassure everyone on where we plan on taking the game.

We’re also excited to share these plans with the community and get your thoughts as well. What’s important to you is important to us.

Some players don’t like the phantom traps, nor do they like phantoms interacting with things like switches
The most common reason that we’re seeing for this is players won’t get to fully complete the temple themselves and that it’s been made easier by other people.
One idea we have for this is adding an option to turn phantom traps on or off. It’d be relatively simple to add, and no skin off our backs if that’s how you want to play. Please leave a comment if you want this.

To talk about the greater point however and why it was added in the first place - ultimately this is a game about phantoms, and that was one of the many areas where we wanted to push that aspect of the game. As a sneak peek for our greater plans being released shortly - we have new modes of play in the works. One of these modes will greatly increase the types of temples available - Ranging from easy to very hard and a system to give you a temple matching your skill level.

We hope that when matched with a temple that’s appropriate to your skill level - any traps that get phantom’d, or any phantoms hitting switches/opening doors are very welcome.

And for those of you who would still want to play a full temple start to finish when no phantoms impacting your run - we also plan on adding private temples for just you to play (as well as anyone else you explicitly invite)

Some players don’t like the power system
It’s completely fair to say we dropped the ball on this one - especially with how certain blessings were handled by the power system. To give more context, there are plans to give players more powerful abilities and upgrades. One example is we’d like players to be able to whip any trap to disable it. Using a global resource such as power felt like a nice solution to keep the power creep we have planned in check without trivializing the content.

Making the system felt like a good first step as we move towards the content planned on that front, and we hope the latest patch addresses your major issues with the system.


1 Heart start and essence in general
Some players don’t like starting with 1 health - especially if the temple they are given has few phantoms in it.

In general, the total number of phantoms per temple isn’t hitting the ideal number we would like to see. A weird problem this game has is it only takes 1 person to beat a temple, and then it’s closed forever along with all its phantoms. One thing we’re discussing is going as far as to keep temples open even if someone has finished it. The advantage of this it will allow us to get a lot more data on temples, and allow us to filter “easy” or “difficult” temples to match players skill levels, as well as have a more balanced experience with a healthy amount of phantoms each run. The downside is it heavily goes against what we have always seen the game as - which is a game where there can only be one winner. This is not a decision we take lightly and we’ve love the community to weigh in on what your thoughts on this topic are.

For now, given players need to find 3 essence to return to the old starting health (1 essence for the 2nd heart, 2 more essence for the third heart) at this stage we’re going to continue with the game starting on 1 health. This is something we are going to monitor closely, and this may change in the future.

Some of the new rooms - particularly ones that slow you down can be a bit annoying
Agreed. Some of the rooms in caverns/inferno in particular could do with some improvements to be more fun. We will improve them.

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Finally, I want to say thank you to everyone that's playing the game. I feel like I've let you down and I don't want it to happen again. Please respond with all thoughts, good and bad you may have on absolutely everything to do with the game.

Upcoming Phantom Abyss events to discuss further are:
Twitch Streams with a dev every other Thursday at 5:30pm PST https://www.twitch.tv/devolverdigital
Next one is in 11 hours at time of this post

Also keep and eye out for our updated roadmap. We will be posting this in a few days.

Thank you all.

The Phantom Abyss Power Update is Live!



Hi adventurers.

We've got a new Phantom Abyss update landing on your gaming rigs fresh off the press. This one, dubbed the Power Update, delivers on many new features including the double whip, gloom, hidden paths, new switches, and the ability to fight back against the guardians.

Check out the full changelog below, before jumping back in for your next adventure.

[h3]Phantom Abyss Power Update Changelog[/h3]

GENERAL CHANGES
  • You will now start your runs with 1 hit point. Extra hit points can be obtained by collecting phantom essence.
  • When you die, the trap that killed you will become a "phantom" and will no longer be harmful to future players. For example, if you die of spikes, those spikes will appear to be transparent for all future players that encounter them.
  • Find your way around new "dark rooms" which are very difficult to see in. Grab a crystal to illuminate the area around you, but beware, phantoms can also grab these crystals, too.
  • Challenge yourself in a new room type with a bunch of "invisible floors". The floors are revealed when anything comes into close proximity, including the player and other phantoms.
  • The Power Update introduces rooms with "switches" either in the form of a pad on the ground or a whippable crystal.
  • Sometimes, a timer will appear on the screen if a switch is timed. Multiple switches can all contribute to this timer in a single room.
  • 18 (hidden) Achievements have been added to the game.
  • Many traps and rooms have had rebalancing and improvements
  • Looting chests (and interacting in general) has been made easier to do
  • The Devouring Rage now deals 1 damage rather than instantly killing the player.
  • Many more bug fixes


POWER SYSTEM
A new "power bar" has been added to the game. The power bar will only appear if the player unlocks an ability that uses "power". All power abilities are unlocked at shrines, located at the end of each floor.

Each ability that consumes power has a cost associated with it. Some powers consume a single segment such as "double jump" which consumes 2 segments. Other powers consume segments for as long as they are held, such as "wings".

Players have 4 power segments by default. The power bar refills in the following ways:
  • A player buys a new blessing (ability) from a shrine. (full refill)
  • A player starts a new floor (full refill)
  • A player finds an "essence" (left on the corpse of a dead player) (refills 1 segment)


NEW BLESSINGS
  • The following blessings are new abilities available to purchase from shrines:
  • Banishing Whip - Players can temporarily banish Guardians by whipping them. (Devouring Rage, Masked Defiler and Eye of Agony. Only 1 appears per temple)
  • Soul Armor - Become invulnerable for a few seconds
  • Whip Again - Whip again in the air


NEW WHIP POWERS
The following whips have had their powers changed. (New power in brackets)
  • Crikey (+1 power container)
  • Cable (+1 heart container)
  • Obsidian (Essence does not give power)
  • Bamboo (Double essence dropped, blessings deal half a heart of damage)
  • Abstract (-1 power container)
  • Feathers (+1 power container, +1 heart container)
  • Hobbiest (-2 power containers)
  • Wooden (+2 power containers)
  • Fire (blessings hurt half a heart)
  • Void (Max 1 health)

Minor update: UI and other small fixes

We'd like to give a massive apology to everyone for the state of our servers for the past week.
It's been very painful for everyone including us, and is the first time we've experienced these issues since we first launched in Early Access 6 months ago.

The good news: is that servers are stable once again! Thank you to everyone for your patience and understanding!

On top of the servers working properly, we've patched a few minor issues detailed below. Thank you to everyone for playing. We hope you're enjoying the game, and we can't wait to share with you what we've got in store for the new year!

Latest changes
  • Fixed issues where the "phantom released screen" didn't want to go away.
  • Fixed an issue where the game could "black out" if players entered the HUB frequently
  • The masked Defiler will give you a bit more time to breathe before attacking again.
  • Added some more pillars to several rooms with floating platforms
  • Players must now be standing to "interact" with something
  • Updated the phantom counter in loading screen
  • Phantom counter should be more accurate now
  • Updated relic sounds