
GAME PROFILE
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Abyssal Station
Year 2187. Kerr Industries anchored Abyssal Station above a rift at the bottom of sector 7, a tear in the void oozing biomass rich enough to power entire reactors. Then the crews began to dream the same dream. The rift is not a deposit. It is an eyelid. What sleeps beyond it hungers, and you are the only thing standing…
Year 2187. Kerr Industries anchored Abyssal Station above a rift at the bottom of sector 7, a tear in the void oozing biomass rich enough to power entire reactors. Then the crews began to dream the same dream. The rift is not a deposit. It is an eyelid. What sleeps beyond it hungers, and you are the only thing standing in its way.
Something has torn open the dark around your station. Every few seconds a rift spits out another wave: swarms, ironclads, burrowers, parasites that eat your guns from the inside. You have a core, a hull, and whatever you can build before the next wave.
Abyssal Station is an endless tower defense. Every run generates a new symmetrical station, a new sky and new rolls. There is no last wave, only the depth you reach before the core falls.
Build a station that holds
Free placement on any free tile of the hull: machine guns, heavy cannons, stasisprojectors, harpoon launchers and tesla arcs, each with two upgrade branches.
Three resources to juggle: biomass from the dead, metal from the deposits, energy forevery building. Run short of energy and the whole station slows down.
Support buildings: laboratories for research, a purifier against corruption, aregenerator for the core, beacons that reveal what hides beneath the hull.
Deal with the rift
Offerings after some waves: a safe card, or two corrupted ones that are far stronger.27 cards, some with a price even when they are clean.
Corruption climbs with every corrupted deal. The interface starts to lie, buildings getpossessed, the core bleeds, and the flesh grows over the hull.
Depth pacts after each boss: a powerful gift against a permanent curse, among eleven.
Contracts before each wave, some of them timed, for extra biomass and shards. Theirgoal and reward grow with the depth.
Go deeper
A dozen creatures, elites with affixes, wave mutations announced in advance, four bosses thattake turns every ten waves, and new rifts that open for good at depths 25 and 45.
Four active powers (orbital strike, overcharge, core pulse, emergency repair) to upgrade duringthe run.
Ten difficulty tiers to unlock, each with its own leaderboard, and a daily challenge: thesame station for everyone, one ranked attempt a day.
Permanent progression between runs: building plans, a skill tree, endless relics and adissection codex that reveals each creature's weak point.
Steam achievements and leaderboards, global or between friends. Controller and Steam Decksupport, guided tutorial, and a run you can save and resume.
Pixel art, blood and metal
Hand-made pixel art lit in real time, creatures that burst into pieces, explosions that warp the screen, and a dynamic metal soundtrack that follows the fight.
Photosensitive seizure warning
A very small percentage of people may experience seizures when exposed to certain light patterns, flashes or explosions, even with no history of epilepsy. This game contains flashes and screen distortion effects; the "Reduce flashes" option dims them. If you experience dizziness, altered vision, twitching, disorientation or loss of awareness, stop playing immediately and consult a doctor.
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