
Choose your loadout, blast through the corrupted denizens of a sunken civilization, and wield godly powers in Abyssus – a fast-paced 1-to-4 players FPS and roguelite brinepunk adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Sep 12 → 5.29/day in the week after.
About

Gather your friends and dive into Abyssus' fast-paced multiplayer shooting action. Fight through gorgeous hand-crafted levels in a roguelite adventure that will put your tactical skills to the ultimate test. Wield powerful brine-powered weapons and refit them with ancient technologies to gain an edge over your foes. Obtain divine blessings to enhance your firepower with elemental and mystic effects.
In a world powered by brine, a rare and powerful substance only found in the deepest fathoms of the sea, your team of daring brinepunk explorers is recruited to claim a massive deposit located beneath the ruins of an ancient civilization. However, your mission becomes a frantic battle for survival when the sunken kingdom’s corrupted inhabitants rise against you.
Will you survive to see the surface again, or will the abyss claim your life?
In Abyssus, cooperation means survival. Team up with fellow Brinehunters and carefully choose synergic loadouts, skills, suits, and weapon mods. Work together and fight through a merciless roguelite gauntlet, where no run is the same as the last.
Wield highly customizable, brine-powered armaments and infuse them with the might of ancient Gods. Master 8 weapons and 45 weapon mods, upgrading your skills and suit as you face the underwater kingdom’s mutated guardians.
Run after run, you’ll access more and more upgrades and tactical choices, but firepower alone won’t save you from the denizens of the depths. Mastering Abyssus's visceral gunplay and fast-paced action will require tactical coordination, positioning skills, and cohesive teamwork.
The world of Abyssus is richly atmospheric and steeped in mystery. What untold secrets lie in the sunken kingdom? What gives brine its inexplicable powers? Can we weaponize an anglerfish? The answers lie deep down below…
Visceral, fast-paced FPS action, with top-notch weapon feel and combat responsiveness
Up to 4-players co-op
Roguelite meta progression with advancements, rewards, and unlocks
70+ hand-crafted levels, procedurally sequenced to make every run a new experience
9 different weapons customizable with 45 weapon mods
Over 140 Ancient Forge mods to further empower weapons and skills
Extensive pre-run and in-run character customization options
36 different enemies and 12 bosses that will put your skills to the challenge
Over 250 Charms and Blessings to craft the perfect build
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 5.8Kreviews | 85% | — | $3.4M |
| $14.99−40% | 1.8Kratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1012 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Best big daddy simulator with friends one could ask for. Hard but not too challenging to push you out. Good solid gameplay loop that doesn't try to be too complex 8.5/10
incredible fps roguelite, having so much fun with the different secondary fires and just how busted your build can get and havent even hit brine yet, the gunplay is slick and fluid, the movement while limited feels amazing when you utilize it correctly, the bosses have a "hard at first but satisfying when mastered" feel to them with the different variants keeping it fresh, the modifiers add a lot of challenge which makes the game endlessly replayable. only issues i have with the game thus far is falling off the map can be pretty constant in some areas with a lot of aoe enemies, even at its lowest graphic settings the game can stutter a little on steam deck, other than that a truly amazing roguelite
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 7.2K | 87% | $19.99 | |
| $3.4M | 3.6K | 80% | $29.99 | |
| $3.4M | 13.3K | 90% | $10.49 | |
| $3.4M | 9.5K | 96% | $7.99 | |
| $3.4M | 42.3K | 72% | $4.99 | |
| $3.4M | 4.8K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $39.6M | 88.5K | 93% | $13.99 | |
| $28.7K | 70 | 74% | $13.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $958.7K | 3.4K | 83% | $14.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 5.86/day in the week to Jul 30 → 10.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Ukrainian*languages with full audio support
| $24.99 |
| 403ratings |
| 91% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
just yes. play it.
Yes
I'MMA WZZRRDD??
Fun roguelite with a good theme
Really promising start. Me and a group of friends are huge fans of Gunfire Reborn so we're kind of on the lookout for new game in the genre which are rarer that one would think. Abyssus, while not really inventing anything new, and even missing some QoL feature (like reconnection) is quite a bit of fun. The gunplay is polished, the difficulty feels fair (not too easy, no ludicrous getting one shot) because when you die you first think "what you could have I done better" and not "what bullsh*t did just kill me ?". Also The enemies attack pattern are fairly readable without too much visual clutter. There are quite a few unlocks and different play-styles for each weapons which are well balanced for regular game-play. The art direction is really nice and they even gave some voice lines to insuflate more life to the characters, a nice little touch. Now there are some lingering issue, like balance in late-game runs where some builds are painfully lagging behind. The overall textures lack polish and some animation feel a bit rough. Then, even with modifiers on a run, the game become repetitive way faster than Gunfire Reborn. That would be expected given how many years of content it's competing against. I would expect Abyssus to flesh out a fair bit more in the future. In it's current state it's a good game, if the dev keep up putting some work, it could become an amazing one.
fya
this game is good, and it runs fine on my system. The first I saw the hub area's skybox it was sorta breathtaking, and the second area's skybox is also kinda breathtaking, but the first area doesnt have any also, the starting a run diving bell feels fantastic, it feels very submarine/diving bell Now, nitpick time 1, water it's a REAL shame we can't go into the water, or at least i haven't been able to so far. We're in diving suits, but this game might as well be set in a mystical mountain temple instead with how much water actually matters at least up to the second area. so far you could genuinely just replace all the deep water with spikes and remove the traversable water and it'd play the same, which I think is a real shame considering water is cool. also the first area feels like it lacks the results of water, the temple is crumbling but there's no algae and little coral. 3, healing the healing feels just ok. from the missions I've done so far (2) it's worked, but it feels like a very expensive resource. pretty please consider messing around with it developmermentally, think about changing it around. for example I shot a big golem in its back crystal weakspot but it was a bad choice because i took damage, and it's probably a better idea to avoid taking any damage and just shoot it from the front and take longer, which is a missed gameplay opportunity i think. 4, the engine rifle it's a neat design and it works fine but it's odd to me that the primary and secondary abilities are pretty much the same with minor tweaks. Also, the secondary doesn't use ammo? that was odd to figure out as a new player, and at first i didn't know if 40 was how much ammo i had in the magazine or how much i had in my reserves because i hadn't played the game much 4b. the shotgun fantastically shotgun-y but the secondary fire doesn't push you enough to be useful 4c. the revolver i haven't used it yet but it seems to revolver like a revolver. I do think that the default scoped mode is hard to shoot as fast as possible, which feels a little bad. Consider letting us queue up shots while the gun is recovering, so you could just click when it's almost ready to fire and it'll fire the frame that it's ready to again. 5. spawner enemies i didn't realize that the sky shark golem enemies were being spawned for a while when i first started the game, maybe consider like drawing a line from the spawner to the fish. also, i have no idea what makes the blue sky shark golems different except the fact that they're blue. 6. shooty collecty balls i dont get what the shooty collecty balls do or why they're there, at one point i thought there had to be one in a room and spend a lot of fruitless time This game has great things that are integral and fundamental to it, but i think that it also has a lot of small parts that aren't bad, but they're also not good. i dont like how clean the first area's enemies are, the healing feels only passable, the 2 weapon alt fires ive used were kinda the primary but inconsequentally tweaked
This one surprised me, wasn't expecting much coming into it but I am having a lot of fun with the theorycrafting and ways to mess with your weapons, I can't wait to see what else the devs have in store
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.