Compara los precios de Phantom Abyss en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Team WIBY. Publicado por Devolver Digital. Lanzado el 25/1/2024. Disponible en PC. Géneros: Action, Adventure, Indie, Massively Multiplayer.

A first-person whip-and-run roguelite with a genuinely clever asynchronous multiplayer trick - worth a look if movement games scratch your itch, but map fatigue hits faster than the guardians do.

I've spent enough time with movement-heavy PC games to know when controls are doing the heavy lifting and when the content underneath them is thin ice. Phantom Abyss is both of those things at once, and the ratio matters a lot depending on what you're after. The core loop is tighter than it sounds on paper. You sprint through procedurally generated temples in first person, jump over spike pits, slide under spinning blades, roll off drops to break your fall, and use a whip to grapple onto ledges and fling yourself across chasms. The whip is genuinely the star of the show - right-click to latch, and you're pulling off traversal moves that feel satisfying even after dozens of attempts. The movement toolkit expands through a whip roster that each carries a blessing and a curse: the Lightning Whip boosts run and walk speed but makes crush damage and fall damage instantly lethal; the Void Whip removes guardians entirely but leaves you starting with a single heart. That tradeoff design is the most interesting thing in the game, and learning which whip to bring into which situation is where real skill expression lives. The guardians themselves are worth mentioning because they do a good job of keeping runs tense. They are randomly assigned per temple - a giant floating eye that fires laser beams, a mask that chucks poison gas orbs in area-of-effect bursts, a pure chaser that just wants to close distance and end you. Each floor you clear makes them angrier, faster, more aggressive. The music cues them well. Your heart rate will respond accordingly. The problem is that after Adventure Mode's roughly twelve hours wrap up, you unlock Daily Mode and Abyss Mode, and neither brings anything mechanically new. The tile sets are the same, the traps are the same, and the sense of discovery flattens out completely. Repetition is the wall that kills long-term engagement here, and it shows up earlier than a roguelite can afford. The asynchronous multiplayer is the concept that got this game funded in people's imaginations. Up to twenty other players' ghosts populate your temple run - recordings of real attempts, dying in real spots, opening chests before you, sometimes triggering traps you were about to walk into. It functions more as a soft guide and a bit of atmosphere than anything competitive. You can learn routes from watching them, or just feel less alone in a game that is otherwise entirely solitary. It is a smart idea, executed modestly. Whether it feels like a feature or a gimmick depends entirely on how busy the phantom population is during your session. The Abyss Mode even locks each temple to a single completion forever, meaning whoever grabs the relic seals the run for everyone - a cool idea that lives or dies on active player counts the game may not sustain long-term. Technically, the game runs fine at 60fps on modest hardware and holds up well on controller if you prefer that over mouse and keyboard. The whip physics have been called slightly floaty by more than a few players, and the first-person platforming occasionally produces a mistimed grapple that feels like the geometry's fault rather than yours. The progression system coming out of early access is less opaque than it used to be - whips now unlock through challenge completion with rated difficulty tiers - but it still lacks the clarity you'd expect from a fully released title. If you're walking in fresh, that's less of a problem. If you bounced off the early access build, the 1.0 update is an improvement in structure, not a reinvention. Phantom Abyss sits in a comfortable niche for players who like movement games, can accept a shorter content runway, and don't need a ranked competitive hook to stay motivated. Treat it like a ten-to-fifteen hour focused experience with some Daily Mode replay value on top, and it earns its keep. Go in expecting a deep roguelite with long-term legs and you'll hit the content ceiling faster than a boulder trap. Fred, Scout Team

Phantom Abyss

Phantom Abyss

25 ene 2024Team WIBYDevolver Digital
GamerScout opina

A first-person whip-and-run roguelite with a genuinely clever asynchronous multiplayer trick - worth a look if movement games scratch your itch, but map fatigue hits faster than the guardians do.

PC
Steam Deck VerifiedProtonDB Platinum
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Mínimo histórico: €6.87

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Acerca de Phantom Abyss

I've spent enough time with movement-heavy PC games to know when controls are doing the heavy lifting and when the content underneath them is thin ice. Phantom Abyss is both of those things at once, and the ratio matters a lot depending on what you're after. The core loop is tighter than it sounds on paper. You sprint through procedurally generated temples in first person, jump over spike pits, slide under spinning blades, roll off drops to break your fall, and use a whip to grapple onto ledges and fling yourself across chasms. The whip is genuinely the star of the show - right-click to latch, and you're pulling off traversal moves that feel satisfying even after dozens of attempts. The movement toolkit expands through a whip roster that each carries a blessing and a curse: the Lightning Whip boosts run and walk speed but makes crush damage and fall damage instantly lethal; the Void Whip removes guardians entirely but leaves you starting with a single heart. That tradeoff design is the most interesting thing in the game, and learning which whip to bring into which situation is where real skill expression lives. The guardians themselves are worth mentioning because they do a good job of keeping runs tense. They are randomly assigned per temple - a giant floating eye that fires laser beams, a mask that chucks poison gas orbs in area-of-effect bursts, a pure chaser that just wants to close distance and end you. Each floor you clear makes them angrier, faster, more aggressive. The music cues them well. Your heart rate will respond accordingly. The problem is that after Adventure Mode's roughly twelve hours wrap up, you unlock Daily Mode and Abyss Mode, and neither brings anything mechanically new. The tile sets are the same, the traps are the same, and the sense of discovery flattens out completely. Repetition is the wall that kills long-term engagement here, and it shows up earlier than a roguelite can afford. The asynchronous multiplayer is the concept that got this game funded in people's imaginations. Up to twenty other players' ghosts populate your temple run - recordings of real attempts, dying in real spots, opening chests before you, sometimes triggering traps you were about to walk into. It functions more as a soft guide and a bit of atmosphere than anything competitive. You can learn routes from watching them, or just feel less alone in a game that is otherwise entirely solitary. It is a smart idea, executed modestly. Whether it feels like a feature or a gimmick depends entirely on how busy the phantom population is during your session. The Abyss Mode even locks each temple to a single completion forever, meaning whoever grabs the relic seals the run for everyone - a cool idea that lives or dies on active player counts the game may not sustain long-term. Technically, the game runs fine at 60fps on modest hardware and holds up well on controller if you prefer that over mouse and keyboard. The whip physics have been called slightly floaty by more than a few players, and the first-person platforming occasionally produces a mistimed grapple that feels like the geometry's fault rather than yours. The progression system coming out of early access is less opaque than it used to be - whips now unlock through challenge completion with rated difficulty tiers - but it still lacks the clarity you'd expect from a fully released title. If you're walking in fresh, that's less of a problem. If you bounced off the early access build, the 1.0 update is an improvement in structure, not a reinvention. Phantom Abyss sits in a comfortable niche for players who like movement games, can accept a shorter content runway, and don't need a ranked competitive hook to stay motivated. Treat it like a ten-to-fifteen hour focused experience with some Daily Mode replay value on top, and it earns its keep. Go in expecting a deep roguelite with long-term legs and you'll hit the content ceiling faster than a boulder trap.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpcontroller-supportcloud-savestier:indieFirst-Person PlatformerWhip GrapplingAsynchronous MultiplayerRogueliteMovement TechTrap AvoidanceGhost MechanicsPermadeath-AdjacentDaily Challenges

Requisitos del sistema

Mínimos

OS
Windows 10 x64
Memory
8 GB RAM
Storage
5 GB available space
Graphics
GeForce GTX 660 ( 2048 MB)
Processor
Intel Core i5-4670K (4 * 3400) or equivalent; AMD FX-8350 (4 * 4000) or equivalent

Recomendados

OS
Windows 10 x64
Memory
8 GB RAM
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
GeForce GTX 1060 ( 8192 MB), Radeon RX 5700 (8192 MB)
Processor
Intel Core i7-7700HQ (4 * 2800) or equivalent; AMD Ryzen 5 1500X (4 * 3500) or equivalent

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Información del juego

Desarrolladora
Team WIBY
Distribuidora
Devolver Digital
Fecha de lanzamiento
25 ene 2024

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¿En qué plataformas está disponible Phantom Abyss?

Phantom Abyss está disponible en PC.

¿Cuándo se lanzó Phantom Abyss?

Phantom Abyss se lanzó el 25 de enero de 2024.

¿Quién desarrolló Phantom Abyss?

Phantom Abyss fue desarrollado por Team WIBY y publicado por Devolver Digital.