ABYSS Field manual

The map

Dive sites

Six abandoned stations on the seabed, each deeper and worse than the last. The deeper you go, the better the loot and the less likely you are to come back with it.

The stations

Pick a site on the MULE terminal. Each one rolls a risk level and a loot level every time the map is shown, so the same site can be a good call one day and a bad one the next.

  1. 360 m

    Outpost 7

    An abandoned experimentation site hidden deep beneath the ocean.

    Tier 1
  2. 420 m

    Asylum

    An abandoned deep-sea asylum whose sealed wards have stayed untouched for years.

    Tier 1
  3. 750 m

    Mine

    An underwater mine built far below approved operating depth.

    Tier 2
  4. 900 m

    Cave

    A deep cave system where the last expedition disappeared. Better odds of rare loot.

    Tier 2 · HULL 3
  5. 1,050 m

    Hospital

    A flooded medical facility left sealed after its emergency systems failed. Much better odds of rare loot.

    Tier 2 · HULL 5
  6. 1,450 m

    Sunken Temple

    A sunken temple built for an ancient sea creature. Something inside is still awake. The best loot in the game.

    Tier 3 · HULL 5

Map slot 5 is either the Hospital or the Sunken Temple, picked at random. Your crew’s very first dive is the Training Site at 300 m, a shallow facility used to prepare new divers. The Repair Dock is always on the map, as the safe route home to pay the bill.

Risk and depth

Under 400 m

Mostly Low risk, sometimes Medium.

400–800 m

Usually Medium. Low and High both happen.

800–1,200 m

Usually High, often Medium, now and then Extreme.

1,200 m and deeper

High or Extreme, close to a coin flip.

Higher risk means more traps and a better chance of a live HPR-7, and it rolls better loot. A Low risk site mostly has normal loot; an Extreme one almost always has High loot.

Diving past your rating

You can pick any site, even one deeper than the MULE’s DEPTH upgrade is rated for. The map shows how far past the rating you’d be, and then it’s your call:

  • Leaks are more likely, and extra holes can open.
  • There’s a chance of an implosion on the way down: an 8 second warning, then everyone aboard dies.

The weekly contract Structural integrity is a suggestion pays you to do it three times.

Traps and hazards

Creatures aren’t the only thing in the stations that kills you. Which traps are live changes every dive.

A spike trap: a ceiling of iron spikes over a doorway in a stone corridor.

From day 2 · Instant kill · Death screen: IMPALEMENT

Spike trap

Ceiling spikes that slam down to the floor and retract. Anyone within about 2 m of them, floor to ceiling, dies.

Drops
Every 1.5–6.5 s, at random
Warning
A short rattle first
Ambush
Often drops early when someone walks under it, with an even shorter rattle
Wakes up
When a diver is within about 25 m
Per dive
Low 2 · Medium 3–4 · High 5–6 · Extreme 7

Tip There’s no rhythm to learn. Listen for the rattle, and never stop under the spikes.

A Hadal landmine half-buried in a sandy floor, a red trigger in its centre.

Instant kill · Death screen: LANDMINE

Landmine

A buried mine that beeps and blinks, placed at set spots inside stations. Step within 1.5 m and it goes off, killing everyone within 4 m.

Trigger
Within 1.5 m
Blast
4 m, kills everyone inside
Beeping
Heard from about 20 m

Tip If you hear beeping, slow down and look at the floor.

Shop utility · 55 CR · Death screen: TRAP

Bear trap

Drop it to arm it (2 s). It snaps on whatever steps in, creatures and crewmates: 25 damage and a 3 s stun.

Legendary loot · armed while carried

Pressure mine

Sprinting with it or dropping it builds agitation. At full agitation it explodes: 120 damage within 9 m, less at the edge. Carry it slowly.

At the dock · Death screen: SOLD FOR SCRAP

The sell press

Anyone standing on the press when it comes down gets sold too.

Coming soon

More in the water

ABYSS keeps growing after launch. Here’s what’s on the way. The details stay down there until it lands.

  • ?Coming soonNew map

    A new place to dive.

  • ?Coming soonNew creature

    Something new that doesn’t want you there.

  • ?Coming soonNew quest

    A new contract to chase.

  • ?Coming soonNew loot

    New things worth hauling up.

The HPR-7

Every station has a few HPR-7 wall stations, but at most one is live per dive. Pull its core off the wall for the most valuable item in the game: the HPR-7, worth about 225 CR.

A live one is more likely the riskier the dive. At Extreme risk you’ll usually find one; at Low risk, usually not.

An HPR-7 wall station, a squat Hadal Industries cylinder with a glowing red core.
An HPR-7 station. This one is live.

The Repair Dock

The one safe place on the map. You sail here to pay the bill, sell your haul and shop at the Depot.

Written from the pre-launch build (October 2026). Numbers can change with updates; if something here is out of date, tell us on Discord.