

Neon Abyss
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.




01About Neon Abyss
Neon Abyss mixes fast run-and-gun action with platforming and roguelite dungeons. Gather items whose passive effects can stack without limit, shaping each run into a different build. The Steam PC version offers full controller support. Interface languages include Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, and Russian. Player rating: 86% from 19,721 reviews. Released July 14, 2020.
Credits
Lowest recorded in 36 months
$1.462026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language and controls
The Steam PC version has full controller support. Its listed interface languages include English, French, German, Italian, Japanese, Polish, Portuguese, Simplified Chinese and Traditional Chinese.
Play mode
Neon Abyss is a single-player game on Steam. Random item drops have passive effects that can stack and shape each run.
03Frequently asked questions
What is Neon Abyss about?
You play a member of Grim Squad, sent into the Abyss to defeat the New Gods.
Does dying end progression?
Death is not the end: each death leaves you more empowered, while runs can unlock rooms, items, bosses, rules and endings.
What do pets do?
Eggs can hatch into random pets with special abilities; pets evolve the longer you survive.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It does what it set out to do, but for some reason I feel this game has no personality. The art is good and all, but nothing feels very unique. The game is also pretty slow paced. So, I do not think it is an amazing game, but I do think some people will enjoy it. 6.5/10Show moreShow less
The majority of reviews on here are positive with like a few hours or even less which I'd say is misleading. I was very close to posting this review earlier on but I wanted to make sure I wasn't missing something by not beating the last 2 bosses, turns out there wasn't much. This game becomes a huge grind that's priced higher than BoI:Rebirth or Enter The Gungeon with significantly less replayability and substance While learning the ropes the game play is initially enjoyable but ends up being sub par. Seems awesome in the trailer, unfortunately each of those mini game rooms are all gated behind dozens of hours of playtime with the horribly implemented boss coin system, which I've only gotten far enough to even unlock two as the progression constantly comes to a halt. I just got on the third page of the six having already beaten the game needing the next character to further the tree anywhere else, he's shot up to 30 coins to unlock. You get 1 coin per boss so at best you can only get 8 or 9 per run which totals up to 4 runs for just one tier of progress. I haven't even completed everything on each of the first two pages either, there's a lot of items cluttering the tree that have almost no use in the game, nobody is spamming grenades to kill enemies as they're typically a rare resource for accessing rooms or items. Yet there's a bunch that build off of this alone, which didn't synergize with my rocket launcher or explosive bullets. There's no way to speed this up other than to maybe throw runs halfway to farm the first couple of bosses which makes it more of a grind. Upping or lowering the difficulty does not change the amount of coins at all and only arbitrarily changes enemies hp a bit. That's all, no other incentive to ever up it to hard mode so I wouldn't even bother with it as long as I did as it just makes runs take longer, and get more repetitive. The enemies are almost the exact same throughout the most of the game, they change color and tweak the attack they do as new forms. So there's barely any variety on them except for maybe 1 or 2 new ones the first time you get to floor 5. The game is set up in such a way even when you know what you're doing you may just take damage regardless, walk in a room without a giant overpowered weapon that kills everything instantly? Well once you pass floor 5 almost every enemy does contact damage where previously almost none did, so some awkward room layouts where you have nowhere to go but forward get you damaged if you're not killing everything instantly. But if you do have that room clearing monster of a gun, which really isn't that hard since every item upgrades your gun is the same making the bullets bigger, you won't typically be able to see your character or the enemy and their bullets that slip right through to hit you. Even if you aren't disadvantaged in either way you may take damage regardless, because there's an enemy from the early game that teleports right in front of you to smack you with its third upgraded form. Instead of being really slow and having to hit you directly, he now does contact damage, teleports faster, and also fires diagonal shots after. So when you enter rooms where you can't even see the entirety of them he may spawn off screen so you can't see him, immediately go into his teleport and then appear in front of you when you didn't even know he was in there. They also have this Wisdom/ Violence mechanic similar to Isaacs devil/ angel deals where you can get a progress bar going in the bottom right to earn access to a bonus room with items in them. This was a good concept where one of them rewarded playing well if only it's implementation wasn't so counter intuitive. They describe it as some kind of choice between the two with Wisdom being the harder one since you can't take any damage clearing rooms to progress it, and Violence being easier as all you need to do is take damage on each room but risk losing more health. However this isn't the case, very often you end up forced down violence as all of the weapons, items, and familiars you get are out to ruin any chance you have at going for Wisdom points, if you yourself directly damage one of the big purple Wisdom crystals, chests, or doors in the game they'll immediately turn Violence red which happens to deplete all Wisdom progress you've made, and turns it into a Violence bar. There's effectively no way to reduce Violence other than using an aforementioned Wisdom crystal, but the reduction is so small comparatively and enemies can even hit these things as they spawn in any room. So it's unreliable and faster to just complete an unintentional Violence bar rather than try to get rid of it, luckily it doesn't take your current progress away when enemies do so it only ruins your chances to further the Wisdom you were going for. If you try to play around this, your familiars still exist to keep firing away at enemies that spawned so you must pray none tag a chest, crystal, or door so you can still use them. The game also requires you to repeatedly complete either of these to try and spawn a token in the deal room through pure RNG that only then allows access to the 4th or 5th boss every run, akin to Isaac with the polaroid. Losing any progress at no fault of your own for even just one more chance getting there when succeeding 4 or 5 times over the course of a run sometimes isn't enough is very frustrating. A simple fix would be to have these faded out until a room was cleared and they became interactable. On that note the eggs as a whole are a bait after you've seen every pet as you don't ever really need them and should avoid picking any up for the few good pets some may have as others are actually detrimental. There's also like less than 25 guns in this game since I see the same ones all the time, which wouldn't be too bad if the majority weren't unusable meme guns. It's literally better to stick with the default weapon a lot of the time compared to how weak most are, despite their bullets appearance. Half of them randomly fire lasers which awkwardly can't be adjusted once firing, the previously mentioned rockets ended up doing pathetic damage despite being heavily upgraded and half of what was fired would still miss while homing in. If you played Gungeon and had the complaint of using the pistol for managing ammo it's arguably worse here as there's few exceptions to switch off the starter gun since most are a downgrade and underwhelming. I've already seen every single room layout time and time again, bosses quickly become very easy and the things that would provide the variety this game desperately needed are all time gated. There's also day one DLC which you have to pay for if you're not persuaded to get this during it's launch week. I'd only recommend this game on sale at below it's launch price, 15$ if you like cosmetics in your roguelikes more than variety, 10$ for maybe a reasonably priced game for what's currently available. If you still want to play this I'd recommend the free demo as I put in maybe 8 hours there before this released, you can experience the combat and there's a few unlocks I've yet to get here in that challenge mode. And let me tell you that you're not missing much if you've played a roguelike that does a proper job of blending the repetition with replayabliity. Adding on the demo and taking away a bunch of hours I left this on I got burned out half way through but was determined to finish it, so you get maybe 20 hours out of this which isn't bad, except other games can have 100+ for less money where it's more of a challenge than grind. I'd say despite some of the flaws it's a 5 or a 6/10 as there was clearly effort put in with some unique concepts but there's not much depth once the novelty wears off, even changing some things I don't really have a desire to keep playing other than to try and get more out of it.Show moreShow less
7.5/10 Neon Abyss is a unique and slightly awkwardly positioned Roguelike indie game. You can see the imitation and blend of many famous Roguelike gameplay but also will experience a rather strange sense of déjà vu in the game. The game has a fun and sophisticated pixel art style, different props and weapons, a variety of game mechanics and level design, and a novel pet system. Neon Abyss certainly has its characteristics and allows players to experience a different Roguelike game experience. The game allows players to make highly customizable choices for their routes, allowing players with different playing styles to flexibly choose their strategies. But this work is not satisfactory. Whether it's the lack of introduction to the game's mechanics and equipment, the repetitive and long-playing game design, or the unbalanced and overly dependent on luck prop design, these really easy to stimulate the player's sense of boredom and displeasure. For players using the handle, the game using the right stick aiming and shooting operation may take a long time to adapt, and the production team focused on the free Neon Abyss: Infinite mobile version of the decision is also quite unfavorable to the PC players to get a good gaming experience. In addition to weapons, props, and modes, even the mobile version has been added to the multiplayer online play mode. Players who paid for the PC version seem to be treated like outcasts - at least for now. I only recommend Neon Abyss to those who have not played too many Roguelike games. Most of the players with more exposure to Roguelike games have strong opinions about this game, and the game itself is not overly innovative in terms of gameplay. Given that the game's mobile version is free, has more fully updated content, and has a multiplayer mode, I really can't think of any advantages of the PC version at the moment.Show moreShow less
I enjoyed this game for about the first 8 or so runs. Not so much any more. First of all, if you've played Binding of Isaac-- congratulations! This game is basically just trying to be Binding of Isaac. I'm not saying that in a disparaging "every roguelite is Binding of Isaac," I'm saying it in a "this game literally rips entire concepts from it without changing them." Seriously, the main differentiating feature in this game is that it's a 2D platformer rather than a 2D top down game, as well as some objectively bad mechanics stapled on top. You start with a few characters, all of whom have different starting healths, grenades (this game's equivalent to bombs), keys, etc. as well as some having unique gimmicks. Interestingly, the only two starting characters with any playstyle variety happen to be the two that are offered as DLC on day 1! Isn't that interesting? One of them has what is functionally a double jump, and the other can eventually fly. Objectively stronger than the base 2 characters who have... nothing unique whatsoever. Progression in this game works as follows: you go into the starting level, you wander around killing enemies, collecting grenades and keys, and go into a treasure room which gives you a free upgrade item. You can then potentially find a store, some challenge rooms, etc. to get more items. You then fight a boss and after winning you can either continue to go back and explore the area or head down to the next level. This is all sounding remarkably similar to another game, isn't it? I'll jump into a few differences. In Isaac, you basically have 1 attack for every single character with no differences: firing tears. Your attacks get different properties as you pick up passive items. In NA, instead, the way your attack works depends primarily on the weapon you pick up-- sort of like Gungeon. Different attack patterns, bullet shapes, etc. Sure, half of them are variations on "slowly charge up a laser" but some of them are interesting. Then you have the passive items which impact how your bullets work. Many of which are basically the same as in Isaac, but to be honest they aren't unique to either game, just kind of standard stuff like piercing, explosive, poison, fire, etc. The weapons also have active abilities-- so instead of having a separate item tied to a use key like in Isaac, instead whenever you right click with a given weapon you will consume some charge and use the ability. Now, in Isaac, this charge was given whenever you changed rooms, however in NA, you get it randomly from drops of purple crystals, which can drop in 1, 2, or 4 clumps. Or they might not drop at all, hamstringing you with RNG. But that's not even the worst of it, since you probably don't want to use those crystals anyway, since you need them to buy your way into certain doors, as well as use certain chests, and an interactable pillar-thing. Whenever you spend crystals in this way, you'll build up a meter in the bottom right-- it's called wisdom, but that doesn't matter. Basically it's a meter that will give you a free item from a set of 2 items: it's the Angel room from Isaac. You get charge for these meter by avoiding damage as well as cashing in the crystals. The issue is that the amount of charge you get for avoiding damage is completely pitiful, and the actual uses for crystals don't always show up, meaning you won't get access to the room entirely by virtue of RNG. And, yes, like the angel and devil rooms in Isaac, there is a counterpart. The counterpart is acquired by, whenever you see a crystal cash-in-thing, damage it first, and then run into it to damage yourself and fill the meter. So kind of the opposite of how you'd want to get it in Isaac. You then can choose to sacrifice one of your heart containers and then get access to 1 of 3 items. So, yeah, basically a devil room. I don't honestly mind this, because I liked that mechanic in Isaac-- however there's a huge difference here. In Isaac, the angel and devil rooms had unique, powerful items that made it incredibly worthwhile to play perfectly in order to get even better benefits and abilities. In NA, they're just regular treasure rooms. You don't even get to *see* what you're going to get if you sacrifice health in the devil room equivalent, so you can't make an educated risk, it's just pure RNG. And I guess now that I've brought it up a few times, let's get into the RNG elements, shall we? Because I'll list a few examples of things that they added to the genre that really add to the "difficulty" of the game. In Isaac, slot machines were little interactables in a room that you could fire off some of your extra coins into and potentially get rewarded. In NA, they are *doors*. You spend 5 coins sort of like you'd spend a key, and you have a *chance* of opening the door and going to whatever is behind it. That's kind of annoying, but it's not awful... except when you realize that they also took the mechanic from Isaac where after a random number of uses the machine will just break. You'd think that would mean that the door would break and you could open it with like a bomb or something-- no, it's just locked shut forever now. [Edit] As of the experimental branch at the time of writing, the devs have made it so that when a slot machine door explodes, it opens. Good change. Pets in this game are literally just the followers from Isaac; they either follow behind you in a conga line or they spin around your character and block shots and the like. The ones following you attack enemies or do something else. Many of them are basically identical to ones from Isaac, but we've already stomped that into the dirt anyway. In Isaac, you pick them up like any other passive item. In NA, you instead have another random pickup-- eggs. This causes little easter egg looking things to follow behind your character, where after a few screens and the like they eventually hatch into a follower. Except when they don't. Yeah, the eggs can sometimes just not give you anything. Which, you know what, that's fine, it's a little RNG thing that might give you a little bonus but it's basically just a powerup, since they can be killed and disappear, unlike in Isaac. Except... many are hindrances. [Edit] Originally at this point in the review, I went into how many of the pets ended up being basically worse than useless and harmed the player. The devs have actually made a new version of the egg pickup that explicitly contains these questionably useful and potentially dangerous pets. This is a good change, and removes most of my issues with the pet mechanic. [Edit] The devs have already started to address a lot of the problems many users have with the game. I respect that. I'm glad to see that they're already moving ahead with quality of life improvements and rebalancing some of the more questionable aspects. Something else I couldn't get into in the original review due to character limits was the lack of enemy variety. Apparently many of the enemy varieties were actually locked behind the upgrade tree in the game, but have now been changed to be based on the final bosses. So that should mean overall much more variety in the game, which is also a good change. I still don't think the game is worth its current asking price in terms of quality, but judging by how fast the devs respond to community feedback, I'd say in a month or so I might come back and re-assess this review.Show moreShow less
If you seek a good game, BUY NEON ABYSS. I have played in different popular rogue-like games: Dead Cells, Enter the Gungeon, The Binding of Isaac and others. So I have some experience in this genre. There are many references, my favourite is hero Saya who is the analogue of hero Katana Zero. This game has amazing graphics and admissible background sounds. I recommend this game to everybody. Developers made a good game and I hope they will maintain it in the future.Show moreShow less
Neon Abyss has the potential to become a great game, but it is not there yet. While I have had a lot of fun playing so far, I would definitely recommend waiting for an update before buying the game. I'll try and list out some of the things I like and the things that I think really need to be addressed before the game is worth buying. Pros: -I like the idea of gun leveling. This makes it so that even the starting gun can be a viable weapon and also creates a feel of progression even if using the same gun for a whole run. -I like the basis of the angel and devil system and I think that being able to choose which path to go for makes for an interesting game mechanic. Cons: -The level and enemy variety are extremely small. It is basically impossible to tell what level you are on without looking at the transitions between levels. -The unlock system is not very fun. Unlocking things is done by using yellow crystals which drop whenever you defeat a boss. The cheapest that an unlock costs is 5 crystals and many two times that. With a full run bringing about 7-9, that means that sometimes it can take forever to unlock even a single item. Beyond that unlocking items this way isn't very interesting and makes progression feels too grindy (as opposed to objective-based unlocks like in the Binding of Isaac). -I am not a fan of the egg system. Eggs hatch into tiny companions that have a variety of effects. The problem with the system is that the effectiveness of these companions vary and are sometimes actually actively harm your run. In addition, you get so many eggs in a single run that it is hard to really keep track of which companions you have. This also makes it very hard to intentionally keep them alive or use them in any meaningful way. The eggs seem like something that could be an interesting mechanic, but ended up being something that I ended up mostly ignoring. -The chest system seems very unbalanced. Both keys and bombs are a scarce resource on many runs and spending an entire key or bomb in order to open a chest seems like it should be pretty rewarding, but chests never seem to contain anything worth the price. Using up valuable resources only to get an egg or a couple purple crystals makes it so that the trade is rarely, if ever, worth it. -Upgrades lack oomph. The most useful upgrades are usually just straight up stat increases. Apart from the popcorn item that causes your bullets to explode or the item that creates a mine every time you jump, there seems to be a severe lack of "zaniness". Yes you have upgrades that give you flight or extra jumps, but too many of them seem to be "give you random consumable if you get enough kills or when your egg or pets hatch." Most upgrades have very little change on the feel of a run and if it weren't for how each different gun acts, it would be hard to tell one run from another. -This may sound like a small issue but the angel system seems too delicate. It only takes a single shot to turn an any angel device, door, or chest into its devil form. This would be fine except for the fact that enemy bullets also affect them too, meaning that even if you avoid shooting at them, they may still be changed just because an enemy shot at you. Smaller Issues: -The use key is bound to the same button as melee attack. This wouldn't be a big problem if it weren't for the fact that angel devices turn into devil devices on a single hit. This has caused me on multiple occasions to attack the angel device when I am actually trying to activate it. -Without upgrades most characters have very little movement options. This is a problem because a lot of the boss patterns seem to be balanced in a way that makes it extremely hard to avoid hits without movement upgrades. -Active abilities are directly tied to guns. This is more personal preference but I feel like this definitely affects run variety, as there are many guns that either don't have an active ability or the ability is not worth using in most cases. -The hitbox to collect items is too small. In order to pick up an item you have to be at the same exact level as the item. This is most noticeable when you have flight and can only pick up coins with your feet. tldr: Neon Abyss has potential but is held back by a severe lack of variety and poorly implemented mechanics. With a few changes the game become one of the greats but I would not recommend buying the game in its current state. (Disclaimer: The devs have begun to try and fix some of these problems in their experimental test branch, but seeing as the changes have not made it into the real game yet, I have not taken those changes into account within this review.)Show moreShow less
Free on Epic today :)Show moreShow less
Beware of this one. Devs are more concerned about defending DLC practices than putting through the game's first seriously needed patch after months. Already on sale before any patch. Very pretty game, but absolutely cannot recommend with such practices.Show moreShow less
Colourful, bright & a lot of fun. It's a game that offers a lot. The best recommendation is buy it if you're into roguelites, isaac, gungeon, etc, or wait for a good sale if you're not into these games.Show moreShow less
This game isn't bad at all, but not that good either. The biggest issue I have with it are a lot of useless passive items that do almost nothing and even more majorly the dodging. I've played so many different roguelike games and this one feels the most 'unfair' when getting hit, if you do not receive double jumps or flying, some combinations of rooms and enemies are impossible to dodge. It's just not that fun. If you want a better version of this game, buy enter the gungeonShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.