abyssal-walker is a Godot 4.6 2D action RPG prototype built around beacon-driven abyss runs and extraction-risk decisions.
- Project name:
Abyssal Walker - Current in-project version:
2.10.1 - Default entry scene:
scenes/main/lobby.tscn - Main run scene:
scenes/main/game.tscn - Supported UI locales:
en,zh_TW
- Enter the
Lobbyand prepare your build. - Move loot between stash and current build.
- Select an
Abyss Beaconfrom inventory. - If inventory is empty, start a
Baseline Dive(no beacon cost). - Start the run with beacon-defined parameters:
base_difficultymax_depthlives_maxmodifier_ids
- Clear floors, raise
danger, and handle elite/boss pressure. - During extraction windows, choose:
[E]extract and secure current run rewards[F]continue deeper for higher risk/reward
- Return to lobby:
- Extraction moves backpack loot into stash
- Failure loses run backpack loot
- Beacons are consumed on activation.
- Bosses always drop at least one beacon.
- Normal/elite enemies can also drop beacons at lower rates.
- Effective scaling uses:
effective_level = clamp(base_difficulty + depth - 1 + danger, 1, 100)
- Lobby build prep supports:
- Equipment
- Skill Gems
- Support Gems
- Modules
- Includes quick-equip, stash/loadout transfer, and loadout cleanup.
- Crafting is lobby-side and uses stash materials.
- Abyss tables:
data/abyss/floors.jsondata/abyss/floor_events.jsondata/abyss/beacon_modifiers.jsondata/abyss/beacon_templates.json
- Combat/build tables:
data/enemies/enemies.jsondata/enemies/elite_affixes.jsondata/equipment/*.jsondata/gems/*.jsondata/modules/modules.jsondata/affixes/*.json
- Runtime language switching in lobby (
en/zh_TW). - Localization tables:
data/localization/ui_en.jsondata/localization/ui_zh_TW.json
- Local save flow with:
- atomic write (
.tmp->.dat) - backup rotation (
.bak)
- atomic write (
- Save files:
user://saves/save_slot_1.datuser://saves/save_slot_1.bak
WASD/ Arrow Keys: Manual movement overrideV: Toggle auto-moveI: Equipment panelK: Skill panelM: Module panelZ: Pickup nearby lootL: Cycle loot filterE: Confirm extraction / confirm run-summary returnF: Continue during extraction windowN: Challenge pending failed floorEsc: PauseEnter/Space: Confirm run-summary return
F5: Manual saveF6: Manual loadF7: Clear local save files
scenes/: Main, UI, and gameplay scenesscripts/: Autoloads, core systems, entities, and UI logicdata/: JSON gameplay tables and localization filesassets/,resources/: Art assets and reusable resourcesreadme-assets/: README screenshots and GIFs
- Install Godot
4.6(or another compatible4.xbuild). - Open this folder as a project in Godot.
- Run the project.
- The game starts in the lobby scene.
See CHANGELOG.md.



