Os Phantom Abyss Diaries



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The game has a lot of potential, had a lot during the beta as well, in both versions of the game I found myself frustrated but at least in the beta I was able to complete the game fully and could avoid traps.

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The secrets are highly satisfying to find, and when a guardian is dropping poison bombs or just relentlessly advancing that can feel like it's working against the necessary concentration or experimentation needed to reach them. A lot of the time it can feel easier to just dash on through, ignoring the intricate room design to reach the door to the next one, and the next and the next until finally reaching the exit. Every once in a while, though, Phantom Abyss manages to balance the speed and exploration, and that's when it's at its best.

It's been over a year and a half since then and the developer has been steadily improving and expanding the game to the point where it is finally ready to shed the Early Access tag and make its arrival as a 1.0 and 'complete' title.

Be warned, you only get one attempt at each temple and failure or settling for a lesser relic means you will never see that temple again…

This is all to say that Phantom Abyss falls somewhat short on achieving the goal of offering a challenging parkour adventure in a roguelite package. The whip and phantom gameplay involving other players’ trial and error are unique, but its clunkiness, difficulty, and disparate progression are worth a pause.

Lucky can save you in a pinch, but the random 5% activation chance makes it less consistent than receiving a straight health upgrade, or a good movement upgrade Phantom Abyss that would help you avoid taking damage in the first place.

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Summary Phantom Abyss is a massive asynchronous multiplayer game that casts players into procedurally-generated temples and tasks them with retrieving the sacred relics hidden within deadly chambers.

is a bad little game. I think it’s quite well made, and it has a great batch of ideas behind it. I think it executes on its vision to the letter, but that that vision will only appeal to a specific audience.

Calm gives you a brief reprieve by banishing the guardian on a single floor, allowing you to focus solely on room hazards. I only recommend picking this up late in your run, especially if you plan to visit the Inferno.

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