
Death In Abyss is an intense flight shooter that challenges you to utilize your maneuverability and explosive firepower to survive against the deep-sea hostilities. In your descent, the nightmares can only get worse.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 20 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
DEATH IN ABYSS is an intense deep-sea flight shooter that blends elements from classics like Star Fox 64, Devil Daggers, and Omega Boost into a difficult action-horror experience.
Zoom through extraterrestrial seas against unidentified giants lurking in the dark depths.
In your descent, the nightmares can only get worse.
Raging lifeforms swarm towards you. Survive by using your reflexes and versatile movement. Eliminate hostiles with your powerful arsenal to harness their life-force and restore health. Progress deeper into the uncharted ocean, find the source of the outbreak.
Satisfying flight movement, designed for fast-paced action.
A challenging campaign with creepy underwater dread.
Unique infectious creatures and disturbing environment design.
Massive nightmares to fight against.
PSX-inspired graphics with old terminal aesthetics.
Crunchy old-school retro sounds.

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The premise is that the game is meant to be difficult, so complaining about the difficulty sounds a bit silly. However, I can’t help but feel disappointed. After the challenges I overcame, I expected the game to be longer above all — it only took me 5 hours to reach the end credits. I've no intention of achieving the Prime rank in each level; I’m not interested in that. Moreover, the biggest disappointment was the ending itself. After everything I went through, is this really the reward? At the moment, there’s no endless mode, which in my opinion could have been a very fun addition. The only pros I can think of right now are the movement system, it’s genuinely well-made, responsive, and dynamic, the enemies are designed specifically to keep you constantly moving. On that front, there’s really nothing to criticize. As frustrating as it can be, it ultimately feels satisfying when you finally win. I don’t feel like criticizing the difficulty level itself. You know it'll be a hard game when you buy it, although a few extra levels to create a smoother difficulty curve instead of hitting a wall would have been appreciated... still there’s one thing I can’t ignore: enemies that can kill you in one hit are objectively a bad idea in any game, and there are several instances here (the Predator, the Shark, the Ovule, and even the final boss). All things considered, if I'd known beforehand that the game was like this, I either wouldn’t have bought it or I would have asked for a refund. I didn’t dislike it because it’s absurdly difficult, but because: 1. It’s very short. I don’t like comparing game price ranges, but for €20 you can find longer games that are just as interesting. 2. The ending offers absolutely no real reward — nothing that makes you say, “Yes, well done. You made it.” AH, one last thingh, can be spoiler so watch if you read it: Near mid game you find an upgrade that let you dash to deflect/absord incoming projectiles. I touhght it was cool to have upgrades, and maybe there would have been more in the next levels, but no. Its only that. Quite disappointing...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Death In Abyss takes the familiar foundations of an arcade flight shooter and plunges them into an environment that feels hostile, alien, and increasingly nightmarish. Rather than soaring through open skies or futuristic cities, the player moves through extraterrestrial seas where strange organisms and enormous unidentified creatures occupy the darkness. Developed and published by Agelvik, the game combines inspirations from classics such as Star Fox 64, Devil Daggers, and Omega Boost while reshaping those influences into a fast, difficult action-horror experience. Its strongest quality is how naturally its high-speed mechanics work alongside the oppressive atmosphere of deep-sea horror. Movement forms the heart of the gameplay. The craft feels designed around constant motion, rapid changes of direction, and aggressive maneuvering rather than cautious positioning. Hostile lifeforms can approach quickly and in numbers, forcing the player to remain aware of threats coming from different directions. Dodging attacks while maintaining a clear line of fire becomes an essential skill, and the freedom of movement makes combat feel more like aerial dogfighting transplanted into an alien ocean. Once the controls begin to feel natural, weaving between enemies and avoiding incoming attacks can be remarkably satisfying. Combat reinforces this aggressive philosophy. The player has access to powerful weapons capable of tearing through the creatures encountered during the descent, but killing enemies is important for more than simply clearing an area. Destroyed hostiles provide life-force that can restore health, creating an interesting relationship between offense and survival. Taking heavy damage does not necessarily mean retreating is the safest strategy. Sometimes the most effective way to recover is to remain aggressive and eliminate another enemy. This encourages momentum and prevents encounters from becoming overly defensive. The campaign gradually pushes the player farther into an uncharted ocean in search of the source behind a mysterious outbreak. The narrative premise is relatively straightforward, but it provides an effective reason to keep descending into increasingly disturbing territory. Much of the storytelling comes through the creatures and environments rather than lengthy exposition. Infectious organisms, bizarre structures, immense entities and unsettling scenery continually reinforce the impression that something has gone terribly wrong beneath the surface. Horror is particularly effective because the player is powerful without ever feeling completely comfortable. This is not primarily a game about hiding helplessly from monsters. Instead, many of those monsters can be confronted directly with overwhelming firepower. Even so, their scale, appearance and unpredictable behavior preserve a sense of dread. Fighting something enormous in a dark underwater environment can remain intimidating even when the player possesses the means to destroy it. The combination creates an appealing middle ground between power fantasy and vulnerability. Its visual presentation contributes heavily to that atmosphere. PSX-inspired graphics give environments and creatures a rough, distorted appearance that works especially well for horror. Lower-detail geometry and intentionally retro textures leave enough ambiguity for distant shapes to appear threatening before their identities become clear. Old-terminal aesthetics further strengthen the feeling of operating strange technology in an isolated environment. Rather than using retro graphics purely for nostalgia, the visual style becomes part of the horror itself. Sound follows a similarly deliberate approach. Crunchy retro effects complement the visuals and give weapons, movement and enemy encounters an appropriately harsh character. The presentation avoids feeling excessively polished, which is beneficial here because the roughness strengthens the game's old-school personality. Combined with disturbing creature designs and dark environments, the audio helps maintain tension even during moments when the player is not surrounded by enemies. The demanding difficulty is likely to divide players. Fast reflexes, spatial awareness and competent control of the craft become increasingly important as encounters intensify. Enemy swarms can quickly punish hesitation, and simultaneously tracking threats while navigating three-dimensional environments takes practice. Players accustomed to slower shooters may initially find the action overwhelming. However, the difficulty generally complements the arcade design because improvement comes from understanding movement, recognizing enemy behavior and becoming more confident about when to attack. The campaign is also strengthened by its massive nightmare encounters. Large creatures provide natural climaxes to the descent and emphasize how hostile the unexplored ocean has become. Their size contrasts nicely against the player's mobility, turning certain battles into spectacles where maneuverability matters as much as raw firepower. These encounters also prevent the campaign from becoming a repetitive sequence of fighting smaller swarms, giving the journey a stronger sense of escalation. The mature elements fit the overall aesthetic rather than appearing completely disconnected from it. Retro-styled violence, blood, gore, unsettling biological imagery, deep-sea horror and occasional nudity contribute to a deliberately uncomfortable atmosphere. Because of the stylized presentation, these elements have a different impact from realistic horror, often resembling disturbing imagery from an obscure experimental game from an earlier generation. Steam Deck compatibility is rated Playable rather than fully Verified. The game runs successfully through SteamOS and its default graphics configuration performs well on the handheld. Gamepad input is supported, making its movement-heavy action reasonably suited to portable play. There are nevertheless some limitations. Certain functionality may require touchscreen interaction, a virtual keyboard or a community controller configuration, while non-Steam-Deck button icons can occasionally appear. Some text may also be difficult to read on the smaller display. These issues prevent a completely seamless handheld experience, but they do not rule out Steam Deck play. Ultimately, this is a focused and distinctive action-horror shooter that understands the strengths of its unusual premise. Responsive flight movement, aggressive combat, health recovery through enemy kills, grotesque creatures, massive threats and an increasingly oppressive underwater setting combine into an experience with considerably more personality than its relatively simple structure might initially suggest. The challenge can occasionally become intense enough to frustrate less experienced players, but those willing to master its movement should find a satisfying rhythm beneath the chaos. Its retro aesthetic is not merely decorative either, serving as an important component of the mystery and horror surrounding the descent. Rating: 8/10
It's a great game. You don't need to play it for a long time to see that. From the screenshots, you can tell if you like the visuals and playing for just 10 minutes shows you whether you like the gameplay. I do, as I find the controls very satisfying. With the simple structure the game is going for, it has to be carried by how good the moment-to-moment gameplay feels and how effectively it conveys its personality. This game nails both aspects, which makes me confident to recommend it after only playing for a short time. Obviously the game is greatly inspired by Devil Daggers. But I find it innovates on the concept nicely, giving you another axis of movement and a Dark Souls doge roll alongside a stamina mechanic. As a result, the gameplay focuses on your spatial awareness, as well as stamina management and quick reflexes. If you wanted more Devil Daggers, but Hyper Demon gives you an aneurysm, get this game instead.
It was. ABSOLUTE CINEMA, a wonderful game made by wonderful people also add A harder difficulty just for fun
I really enjoyed this game, It's a game that pushes you to optimize the way you fight given a simplistic control scheme and touch enemies, it pushes you out of your comfort zone not letting you relax, but that comes with a admittely poor first impression. The first two missions being basically the exact same set up an expectation that the whole game was going to be like that, and while I understand the star fox inspiration, i'd consider that a bit misleading putting that on the store page, the game is close to a twitchy 6dof shooter than star fox. That being said, what's underneath is really cool, the game manages to set up a lot of intrigue and atmosphere with almost zero setup, the controls are simple, but the scenarios you're put in keep the game interesting. The boss fights are *so* godamn cool and the highlight of the entire game for me, and there's so many small touches, like stacking error messages trying to pause during a cutscene that stand out as bits of polish that really make the game just that bit more enjoyable, It's worth picking up for a playthrough.
켐페인 초반만 해봤는데 공허한 우주 공간에서 다양한 방식으로 공격해오는 괴생명체들의 기믹과 디자인, 효과음 활용과 플레이 중 자연스럽게 이어지는 스토리 연출도 너무 좋았고 보스전도 있습니다. 아직 많이 플레이하진 않았는데 정말 재밌습니다. 한글 없다고 사양하지 말고 취향일 것 같으면 무조건 사서 해보세요.
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