Phantom Abyss’ early access opened last night five minutes before my bedtime. Two hours later I was sleepily stumbling through the game’s procedurally generated temples, watching as the ghosts of those who played before me stumbled and fell. The ego-driven concept of only one player being able to complete a temple before it’s closed forever is surprisingly moreish, though I think they need to take another crack at the controls. I haven’t claimed a temple yet, but the temples have claimed me.
This is news and not a review, but indulge me a little. The structure and temple design are the highlights right now. Starting amidst the ghosts of previous players lets you grasp a little of what you’re up against. You can follow along, keeping track of where people perished when a floor flipped around, or where spikes sprung up and kneecapped them. You’re challenged by them, but you also learn from them. You can see long drops that looked impossible but some brave player nailed, and find secrets that you’d never have spotted if there wasn’t a dotted line leading you right there. And all this only gets you so far. Everyone that’s helping you right now has died, leaving the temple for you to try and claim.