GAME DETAIL
ABYSS: The Shadows of Elder Cities
A signal was buried in 1985. Now it's calling you back. Descend into wireframe cities steeped in cosmic horror, rendered in haunting ZX Spectrum aesthetics. Campaign, roguelike, and 2-player versus modes.
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ABOUT THIS GAME
In 1985 Ian Bale was writing a game at Vertex Systems, a small software house in Sheffield. One morning he didn’t turn up for work. His desk had been cleared and his notes were gone. Nobody ever saw him again.
Forty years later, builders renovating the old Vertex office found a cassette tape inside one of the walls. On it was the source code of a game that was never released.
This is that game.
ABYSS: The Shadows of Elder Cities is a first-person dungeon crawler drawn entirely in wireframe, the way a 48K Spectrum would have drawn it in 1985: thin lines on a black screen and very little else. The places those lines describe are much older than the machine.
You walk through cities that were ancient before people learned to build. Corners meet at the wrong angles. The towers give off a hum you can almost feel. Mi-Go, Elder Things and Shoggoths move through the dark, and you can’t fight your way past them. You can keep out of their way, or find something worse and set it loose on them.
ZX SPECTRUM VERSION
A free, playable ZX Spectrum 48K version of Chapter 1 (TAP and TZX) is available on itch.io.
THE SIGNAL (CAMPAIGN)
The campaign has five chapters, each set in its own city, with long walks across the desert in between. Every chapter changes the rules. You switch on the old towers, look for orbs and keys, release one horror to get rid of another, and slowly assemble a device that might get you out. Or it might be exactly what the signal wanted from you all along.
There isn’t much text. The story is in the buildings, in the quiet stretches, and in what you gradually begin to suspect about where you really are.
DESCENT (ROGUELIKE)
Descent has fifteen procedurally generated floors split into three acts, and you get one life. The first floors are quiet. Then things start happening, and near the bottom the levels themselves begin to come apart. Mutators and surge events make every run different. Killing an enemy gives you nothing, and some of them take something from you when they reach you: your compass, your map, or the walls you thought you could rely on.
2UP (VERSUS)
2UP is an asymmetric mode for two players. The Explorer plays in first person. The Overlord watches from above and makes their life miserable with traps, spawned creatures, lures, sensors, mirages and blind spots. Share a four-character room code to connect, then swap roles and see who lasts longer.
WHY WIREFRAME
The 1985 look isn’t there for nostalgia. A black screen and a few lines leave a lot for your imagination to fill in, and in this game your imagination is not on your side.
The story of Ian Bale and Vertex Systems is fiction. ABYSS is a new game, created in 2026 by Storm Weavers.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
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