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Path of the Abyss on Steam - User reviews, Price & Information

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Dive deep into the Abyss.

Path of the Abyss is a early access, dungeon crawler and rpg game developed and published by Suzuki Suzuzou.
Released on June 13th 2025 is available only on Windows in 3 languages: Japanese, English and Simplified Chinese.

It has received 460 reviews of which 435 were positive and 25 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 6.89€ on Steam.


The Steam community has classified Path of the Abyss into these genres:

Media & Screenshots

Get an in-depth look at Path of the Abyss through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel(R) Core(TM) i5
  • Memory: 8 GB RAM
  • Graphics: GeForce RTX 2060
  • Storage: 2 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

121 hours played
May 2026
This is very close to 50/50. Going with "Yes" because the unique mechanics (the skill grid, skill synergies, targeting via the grid, the class/stat approach) are quite cool, and the early game rewards experimentation and using them in varied ways. As you approach endgame/postgame, however, it turns into the sort of grindfest where you have nested tiny chances with tiny grades of outcomes, which are compounded by a UI that just can't keep up with the volume of stuff. Racial choice is basically 1 Dwarf for a tank and 3 Karin for everything else. Humans truly have nothing to recommend them. Elves are an OK alternative to Karin, but faster cooldown is almost always preferable to an additive bonus and a little HP. At very early levels, poison, burn, and sleep (MT from Medicine 1 and Witch 1 respectively) are extremely strong. Those skills also have great synergy effects and can apply other synergy effects well due to being MT. However, direct damage quickly outpaces them, and DoT statuses don't become relevant again for quite some time. There are different strategies you can use for dealing damage. Dealing damage more effectively is nice, because battles go faster. But it isn't truly necessary. Survival is the key thing. That means Medicine 9 for an MT overheal effect (the simplest and strongest way to prevent damage without having to juggle tiny numbers of charges on long dungeon crawls) and Tactics 5 for a nice defensive tanking skill. Activate those anytime enemies survive to be 1 second away from attacking and you're basically set. For damage, magic eventually does MT better and physical does ST better. You probably want to split your attack types anyway so you can make use of both replenishing meters (Morale and Mana). Sorcery has a pile of good magic damage skills, some of which you can build teams around, including neat synergies with shock and burn; and Scout has the best selection of physical stuff. Those two "classes" also offer the best damage stat boosts. Scout also has key camp skills at 5 and 7 that turn most battles into cake, going very far into the game. Early stat priorities are STR/INT for damage dealers, and WIS for everyone else, for the Morale boost, which simplifies a lot and lets you prioritize other item stats. Repeatable battle squares make grinding wildly faster, and easier, since you only have to prepare for one enemy formation. Once you find at least one Li Darkne's Ring, item drops start to improve a lot. The more you stack Discovery %, the better they get. If there's an upper limit on its utility I haven't found it. Discovery should probably be first priority beyond the bare minimum of item stats you need to survive. Item grind with both bars full as much as possible, obviously. There are a few early repeatable battle specific drops that can provide piles of good stats, notably the Robe of Displacement. Once you unlock pools, Encounter % is also clutch. The pool mutations are potentially great, but it takes a LOT of pools to get the ones you really want, since it's random and you can't swap between characters. With high Discovery, the re-enchanting ability in town is wildly worse than just going and getting more drops. This means money mostly doesn't matter, and therefore neither does Greed %. Blessings are a pain in the FLIPPING arse. They are attached to equipment, but their effects have nothing to do with what they are attached to, and you can move them around for free in town. OTOH, you have a (gradually increasing) blessing quantity limit per PC. So it's as if you have blessing slots per PC... except instead of being able to sort and equip blessings directly, you have to keep moving them around items, including any time you upgrade your equipment, which is constantly. Add this to the grades-within-grades of the blessings themselves (you need the right skill, the right effect, in most cases with desirable number rolls and/or a desirable associated-skill roll)... it's like spending hours on end pressing A to play the casino in pokemon blue on a game boy in the 90s... except instead of pressing A, you are filling out paperwork over and over. Of course, even being able to sort and equip equipment directly, those become a PITA too, because you loot and process such huge quantities of them; the game basically pushes you to stop looking at individual items ever and just use the filters to sell most of them en masse. This inevitably means you'll miss out on some actual upgrades, but it's not worth the hours it takes to examine them (or the nerve damage from repeatedly trying to move the cursor into tiny squares in order to even SEE item stats. Why you can hover anywhere to see stats for stuff you have equipped, but not in any other place, is a mystery to me). I don't regret buying this game. The unique mechanics are cool. But at the same time: oof. P.S. I'd put my actual playtime at 30 hours. Most of that 130 hours is me leaving the game open while I do other things because I got tired of squinting at item stats.
23 hours played
May 2026
Just beat the main game. I really enjoyed it. The combat is a main draw for this, as it really incentives understanding the systems. Admittedly it took about 10 hours to realise some basic things like I need to actually pick the passives off the stat screen, but that was a skill issue on my half. What really made this game click for me was having my physical DPS jump into a strange puddle, and suddenly develop laser eyes which meant she couldn't function as my sword anymore. It took me an hour to realise this after struggling wondering why I wasn't killing anything anymore. I realised laser eyes were actually really rad and I respecced her just becoming Cyclops. This entire event really just made the game for me. Also the soundtrack is amazing and gives me the same feeling as the DS Etrian Odyssey games. Definitely going to support hasu and buy the soundtrack and the arranged soundtrack on their bandcamp. There is a post game, and I enjoyed my time enough with this to see how much further Laser Eyes and team will go.
41 hours played
March 2026
That was delightful. The main game has a nice on-ramp where the systems slowly build up to a satisfying showdown with the big bad. The whole game reads as a love letter to Wizardry 1, and frequent teleporters home lower some of the possible frustration this genre can cause. The anywhere-anytime map completely defangs the spinners and teleporters and I'm okay with that. Then the postgame hits and you realize it was all a tutorial for the real experience. The game offers a lovely flexibility to partybuilding and gearing with a ton of fine-tuning optimizations possible. The translation's great for an indie game (certainly come a long way from early days) and at this price the game's a steal. Looking forward to this dev's next game!
26 hours played
Dec. 2025
In many ways, Path of the Abyss is a 'blobber' - a first-person dungeon crawl where you control a party of characters who all move together as a single blob. Think Wizardry, Might and Magic, Eye of the Beholder. In particular, it draws on some parts of the Wizardry tradition, not least in its (mostly) black and white aesthetic but also in things like the risk of a slain character turning to ash (though Path is more forgiving than Wizardry - the character isn't lost forever). You might think that if you like blobbers then you'll like this game, or conversely that if you don't then you won't, but neither of those is really an accurate assumption. What will really determine whether you enjoy Path of the Abyss or not is how you respond to the combat system. Most of the criticism I've seen directed at this game is about the combat system, but for me it was the strongest aspect of the whole experience. How you feel about it will make or break the game for you. This is where Path of the Abyss steps out from the shadow of blobbers of yore and does its own thing. I'll do my best to explain it, but it's a bit weird. As your characters advance and gain levels they'll also unlock skills, dependent on where you allocate their points. So far, nothing shocking. Where it gets strange, though, is that you can't use the vast majority of unlocked skills at any given time. That's right, most of the skills you technically have access to won't be usable in any given battle. Sounds nonsensical, but once you get what it's doing, this system actually works very well. You see, in order to have a skill (this also includes ordinary attacks, by the way) available to use in battle, you have to place it in a three-by-three grid of squares. Each skill needs a square, and the grid never grows. This means that at any given moment, you have access to a *maximum* of nine skills *for your whole party*. I didn't mention that the grid is shared? Well the grid is shared. Nine skills. That's basic attacks, special attacks, offensive spells, healing spells, buffs, debuffs - even passives. Yes, *passives* also occupy squares in the grid, meaning that every passive you take is one fewer active skill available. This is what trips up the people who hate the combat system. They can't take it. They fume at being so restricted. They chafe at the lack of options, at the risk of not having the option to respond appropriately to absolutely anything that comes up in a fight. But *that's the point*. This restrictiveness forces you to make agonising decisions about which skills you absolutely must have available, and which ones you'll reluctantly do without. It also forces you to adapt to the current threats - if you're up against a lot enemies that can poison you then you probably need to swap out one of your skills for one that will deal with poison. You can't just sit back and stomp your overpowered party through whatever gets in the way, because you never have enough room to be that well prepared. It doesn't stop there, though. The grid is clever than that. The position of skills in the grid is vitally important too. Some healing/buff skills have an area of effect - maybe they only affect the same row they're on, or the four squares immediately around them. Some have synergies which incentivise positioning them next to each other. And, crucially, the positions of the skills in the grid also determine how you're attacked. Enemy attacks will target specific squares or patterns, inflicting damage on whichever character owns the corresponding skills. If an enemy only attacks the front row, then placing a skill from your squishy spellcaster up front means they'll take a lot of hits. Some enemies will attack in a cross shape, or aim at specific squares, so you always need to be aware of who you're placing at risk. You have to balance positioning skills in the best place to use them against how vulnerable that leaves squishier characters. It. Is. Genius. It's not a complicated system but it gives you so many things you have to think about, resulting in constant agonising (and thus satisfying) decisions about how to fill up your grid. If you can get past the initial feeling of the restrictions being stifling, the strengths of this system really come through. It also means that combat is fast. With a maximum of nine things you can do (less if you have some passives in there), there isn't a lot of messing around with finding and using the skill you want. You can even set skills to activate automatically whenever they're ready, for the go-to attacks or buffs that you want to keep re-using. It makes combat zip past very quickly, and alleviates some of the feeling of combat being a slog that can plague this genre at times. The game isn't flawless, of course. It does a bad job of explaining itself (partly due to a wonky translation) and there are aspects of it that I never figured out. It can also need bouts of grinding from time to time, and levelling doesn't come particularly quickly so this can feel like a real chore. These flaws in no way sink the game though. Between the unconventional combat system and the poor explanations, there's a learning curve - enough so that it almost put me off the game entirely, and I dropped it for months. But if you persist through the early game, it turns into a great and satisfying dungeon crawl. It has some excellent music too, incidentally. The tune from the first dungeon is probably going to be in my top game music of the year list. Path of the Abyss turned out to be a very pleasant surprise, and if you like dungeon crawlers then it's well worth checking out. Be prepared to spend some time going "What? What does that mean??" early on (and, frankly, later on too) but once you start to get the core systems here, it reveals itself as a cleverly designed and rewarding take on the genre.
24 hours played
Sept. 2025
Path of the Abyss's battle system absolutely takes a while to get used to, in no small part due to the confusing machine-translated tutorials, but once you understand how and what you're supposed to be doing with it, it becomes extremely fun and full of depth for strategy and player agency, despite what its ATB-inspired auto battler outer appearence may lead you to believe. Dungeon design is hit or miss. For the most part, every floor feels purposeful and has a unique feel from every other floor — be it by the way it implements the game's limited map gimmicks, or the types of enemies you're encountering forcing you to completely change your strategy — but, they are also full of dead ends and absolutely empty corridors that serve no purpose other than wasting the player's time. Maps feel bloated, and although it never got on my nerves, a more "less is more" approach to the game's dungeon design would've been appreciated. I ended up dropping the game at the very end due to the unfortunate difficulty jump with the final boss — which, according to some other sources online, can be beaten at level 30-ish. I was at level 21, in accordance to the level of enemies I was facing in the final floor of the dungeon — and I just don't have it in me to grind 10+- levels for a single boss and a credits roll. I saw what I wanted, and had a blast all the way through. Path of the Abyss might be one of my favorite games I've played all year, and in a lot of senses it is exactly what I want in a turn-based RPG. I loved it, and I fully recommend it for anyone interested in a modern indie take on a classic Wizardry-like dungeon crawler. If you're interested at all in playing PotA, please use the guide below in lieu of the game's poorly translated tutorials. It covers all the basics and was absolutely vital in letting me understand and appreciate PotA's battle system and battle design. https://steamcommunity.com/sharedfiles/filedetails/?id=3121519034 Other than that, here are a few tips: 1) The game's battle system is very much so centered around status ailments (burn, poison, paralysis, etc.). Don't skimp out on those. 2) Other than the final boss, the game is very good at having appropriately leveled enemies for the level you're supposed to be at any given time. If you think you're underleveled, then you're probably supposed to be exploring somewhere else. 3) Don't put all your eggs in one basket. I did this and completely ruined my tank (probably why doing the final boss felt like so much of a pain). Think carefully about what you're putting where build-wise, because, as far as I'm aware, there is no skill tree reset in this game (if there is, and I somehow missed it, please inform me in the comments). 4) As much as Tactics feels like the default Tank skill tree, do keep in mind that Parry is a Combat skill, so if you're thinking about making the standard tank character, Tactics/Combat feels like a good "job" combination.

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Frequently Asked Questions

Path of the Abyss is currently priced at 6.89€ on Steam.

No, Path of the Abyss is currently not on sale. You can purchase it for 6.89€ on Steam.

Yes, Path of the Abyss received 435 positive votes out of a total of 460 achieving a rating of 8.75.
😎

Path of the Abyss was developed and published by Suzuki Suzuzou.

Yes, Path of the Abyss is playable and fully supported on Windows.

No, Path of the Abyss is not playable on MacOS.

No, Path of the Abyss is not playable on Linux.

Path of the Abyss is a single-player game.

No, Path of the Abyss does not currently offer any DLC.

No, Path of the Abyss does not support mods via Steam Workshop.

No, Path of the Abyss does not support Steam Remote Play.

Yes, Path of the Abyss is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Path of the Abyss.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 09 August 2026 09:00 UTC
SteamSpy data 21 August 2026 23:15 UTC
Steam price 21 August 2026 18:49 UTC
Steam reviews 20 August 2026 13:54 UTC

If you'd like to dive deeper into the details about Path of the Abyss, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Path of the Abyss
  • SteamCharts - Analysis of Path of the Abyss concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Path of the Abyss compatibility
Path of the Abyss
Rating
8.8
435
25
Game modes
Features
Online players
7
Developer
Suzuki Suzuzou
Publisher
Suzuki Suzuzou
Release 13 Jun 2025
Platforms