Diablo meets Elden Ring with couch co-op chaos and massive magic attacks with a pinch of Unrailed.
Reign of the Abyss
Action RPG, Isometric couch co-op
Freemium - all content will be free for everyone with donations available.
Harry
Programmer
Ben
Programmer
Louis
Programmer
Mackenzie
Programmer
Lidia
Artist / Designer
Jess
Artist / Designer
Charli
Artist / Designer
Dom
Artist / Designer
Tino
Artist / Designer
Millie
Artist / Designer
Emma
Artist / Designer
Jorja
Artist / Designer
Sarah
Artist / Designer
Ellie
Artist / Designer
Niall
Artist / Designer
Mechanics
Ranged Combat
Spells with unique characteristics that can be combined to create unique spells to disperse crowds of enemies.
Unique animations for both firing spells and charging spells for more character uniqueness.
Melee Combat
Mostly as a last resort for enemies getting to close to you. Hitting enemies with a melee will heal the player a little.
With a combo system and satisfying combat players are given multiple playstyles to switch between during combat.
Quests
Level quests
Player specific quests
Co-op
Seamless local co-op requiring only the click of one button to join up to 4 players within the character select screen.
With mechanics focused on creating unique and funny
Status Effects
Various status effects further creating unique spells and attacks as well as creating more unique situations with status effects combining to create powerful combinations.
Movement
Simple movement with some extra movement capabilities for players: a small dodge and a roll to avoid damage and to navigate the environment.
Boss
Powerful enemy that poses a great threat to all players with large and powerful attacks in a giant arena.
With multiple phases altering how the boss approaches combat, sometimes summoning enemies to swarm players.
Players must respect and overcome this great challenge to complete each level, working together in the process.
Enemies
When an enemy dies they explode into blood which heals any nearby players depending on how close they are to the enemy when they die.
Ranged and melee enemies to create dynamic situations for players to combat.
Payload
A cart that the players must protect from hordes of enemies throughout the level with the cart slowing down when being damaged by enemies.
There are sections where the payload will stop moving forward and so the players will begin to swarmed by enemies from all angles faster creating pressure and overwhelming odds for the players.
If the payload is destroyed then the players must reload from the last checkpoint or quit the level.
Friendly Fire
Creating fun co-op experiences with players accidentally, or purposefully, damaging their teammates whilst fighting enemies or fighting each other.
Dynamics
Chaotic fun with friends.
Overwhelming hoards of enemies.
Powerful spells.
Satisfaction at overcoming overwhelming odds whilst protecting the payload and defeating the boss at the end of each level.
Aesthetics
Dark Fantasy.
Mediaeval fantasy.
Fantasy races.
Bright and vibrant spells in a dark world full of strife and danger.
Target Audience
Fans of dark fantasy.
Fans of chaotic co-op experiences.
Fans of fantasy characters and environments.
Fans of deep and satisfying magic systems.
Platforms: Itch.io
Pricing: Free with donations available.
Technical Requirements
A PC
Some friends to play with
Controllers for your friends to play the game with
Screenshots
Reign of the Abyss Control screens
Keyboard and mouse ----------------->
Xbox ------------------------------------------>
Playstation -------------------------------->
Reign of the Abyss Options Menu
Reign of the Abyss Character Select Screen
Reign of the Abyss Character Select Screen
Gameplay Footage During Development
This video shows the boss trigger activator that I created as well as the functionality for the camera rotating around the boss and then activating the boss' AI.
You can also see the payload moving and HUD in this video but they are not the focus of this video.
This video showcases the camera system created for RotA. It specifically showcases the camera following the player (which works for multiple players), following the payload, as well as the smooth changes to the camera's rotation using different triggers.
What this video does not show is the variable camera zoom for multiple players purely because I was recording this solo.
The mechanics shown in this video pertain to the enemies and their AI within RotA.
Specifically it shows the melee and ranged enemies as well as enemies that can do both ranged and melee attacks depending on the distance to their target.
Also it shows the EQS movement used for the enemies' AI within the game.
This video shows the basic movement and Co-op functionality within RotA.
It also showcases the advanced movement mechanics implemented into the game, more specifically the ability for players to dodge and then roll by dodging whilst already dodging.
This video shows the spell mechanics and ranged combat that I have implemented into the game. It also shows the specific spell characteristics as individual spells, which will be different in the final version of the game since the spells that players and enemies use will be made up of multiple different characteristics.
This video shows the functionality of the main UI within the game that I have implemented including the main menu, controls, options, credits, character select, loading and pause menus.
Gameplay Footage End of Development
This video shows the UI created for the final product of the game at the end of the semester including the following screens: character select, controls, options, credits, pause screen, loading screen.
All of these menus also have controller support that I have implemented.
This video shows a test character that has every single spell that players and enemies will use which encompasses all of the characteristics that I have implemented into the final product of the game: AOE, homing, split, piercing, attracting, instant, charged, and burst.
This video shows the 3 main different types of enemies: melee, ranged and both (switching between based on distance to target).
There are more enemy types but the main differences between them being health, movement speed, attack speed and spells available to be used.
This video shows the advanced movement that I implemented as well as the boss and boss trigger that I created.
This video also shows the boss second phase that is activated when the boss reaches a certain amount of health as well as the boss dialogue system I implemented.
Furthermore, this video also shows the enemy spawning director component that I created that spawns enemies at a certain rate and type of enemies. This component is used in the second phase of the boss fight and for spawning enemies to fight the players and carriage in the majority of the level.
GDD and TDD that I contributed to greatly and created the majority of the content within:
Concept Art
Jess Concept Art - Character Name: De'Lisi
Lidia Concept Art - Character Name: Ida
Jorja Concept Art - Character Name: Aspen
Emma Concept Art - Character Name: Kam'arra
Millie Concept Art - Character Name: Lumin
Dom Concept Art - Character Name: Murkmund
Charli Concept Art - Character Name: Leila
Niall Concept Art
Tino Concept Art - Character Name: Lyssanthys
Sarah Concept Art - Character Name: Ravenna
Ellie Concept Art - Character Name: Malakai
Links to trailer and gameplay trailer
Links to any downloadable assets for the game
Anonymous Anteaters - Liverpool Based Indie Studio