The Abased
About the Game
Add The Abased to your wishlist and witness the fall of giants.
A leper. A sling. Giants.
You are Elyhias - a fallen faith enforcer, now an exile marked by afflictions that erode both body and spirit.
The giants who once ruled this ancient land are rising once more.
Key Features
Slings and blades against giants - fight with an uncommon weapon
A protagonist burdened by three afflictions - leprosy, fading clarity, and a rising feral instinct
A biblical-inspired ancient world that rejects the unclean
Faith vs instinct - choose between devotion and feral strength
More than giant hunts - face other threats and complete varied objectives that require precision, tracking, and practical use of your abilities
Dynamic and responsive combat driven by player skill and character condition
Cinematic semi-realistic visuals and sound design focused on atmosphere, scale, and immersion
Gameplay
The Abased is built around deliberate, grounded combat where positioning and timing matter. Giants are physically imposing opponents who demand patience and precision rather than reckless aggression.
Your sling is a core tool in battle. Use it to disrupt movement, stagger large enemies, create openings, and control distance before engaging with blades at close range. Encounters require observation, preparation, and controlled execution.
The world presents threats beyond the Mighty. You face other enemies and undertake varied objectives that demand tracking, precision, and deliberate use of your abilities. Not every task leads directly to a giant - some require practical action, environmental awareness, or controlled intervention to move forward.
Combat is responsive and weight-driven. Every strike, dodge, and impact carries consequence. Your effectiveness in battle is shaped by the condition of your body and the state of your spirit - neglect and imbalance will weaken you.
Beyond combat, Elyhias’ physical deterioration must be managed. Wounds left untreated will worsen over time, demanding cleansing and recovery before the next encounter.
Spiritual balance is equally critical. Devotion grants discipline and clarity, while surrendering to feral instinct provides temporary aggression and resistance at a cost. Overreliance on instinct disturbs balance and carries long-term consequences.
Exploration takes you across diverse regions surrounding a vast desert - settlements, wilderness paths, ruins, and monumental ancient structures. Each area presents environmental threats, enemy variations, and distinct visual identity.
Giants do not appear randomly. You track their movement toward settlements and confront them where they pose danger, turning encounters into purposeful hunts rather than scripted boss fights.
The world reacts to imbalance, and survival requires understanding both combat systems and the condition of your body and spirit.
Lore
Once, these lands were inhabited by the Mighty - giants of superhuman strength, stature, and longevity. They were not monsters, but the first rulers of this realm, shaped according to an older order of creation. Their numbers were great, and their power was divided among many. They were numerous, yet fewer than ordinary humans, who were as locusts across the land.
At the height of their power, their pride rose with them. They built a great ziggurat and raised it ever higher, seeking to reach the heavens.
Then came the cataclysm - or, as some claim, a punishment for unrestrained pride. Plagues and calamities struck the Mighty. Their strength waned, and their dominion began to falter.
Humans seized the moment of weakness and began reclaiming lands that had belonged to the Mighty for generations. Conflict followed.
It was then that a pattern was observed, one not previously understood. The fewer of the Mighty remained alive, the stronger the survivors became. Each death did not lessen the threat - it concentrated it. Whether this was part of a curse or a manifestation of their animal instinct, it resulted in real physical amplification. The survivors grew larger, their muscles thickened, and their strength surpassed anything known before.
Killing did not end the conflict. It awakened violent aggression in those who remained - like a silent impulse calling for vengeance.
Further attempts at extermination were abandoned. The Mighty were driven from fertile lands and exiled into the remote and unforgiving reaches of the realm, where over time they grew feral and forgot their former glory, coming to resemble beasts more than reasoning beings.
It was then, among the few captured for the harshest labor, that something simple was discovered. When their hair was cut, they became calmer, diminished, as if dimmed. As it grew back, so did their strength and ferocity - the source of their power. The pattern was repeatable.
Since they could not be slain, the Abasers were formed.
They were a trained group tasked with controlling the threat at the borders of cities. They set out to shear those Mighty who approached settlements, wells, and trade routes. Their duty was restraint, not annihilation. They did not pursue all - only those who posed immediate danger.
The Abasers did not march with heavy siege weapons. Their task required precision, not slaughter. From a distance, they weakened the Mighty with slings, targeting joints and vulnerable points to bring them down without inflicting mortal wounds, allowing them to be bound with rope or chains for the cutting of hair. When a giant lost balance, they advanced with blades to remove his hair - and with it, his strength.
For generations, the system held. As long as the Abasers fulfilled their duty, the instinct of the Mighty remained dispersed, and the borders stayed secure.
In time, one ruler neglected this ancient obligation. Consumed by wars and disputes, he postponed the matter. The exiled Mighty were deemed no longer a true threat. The Abasers aged. No successors were trained.
Years passed.
Today, many of the Mighty wear their hair long as in ancient days. Their strength and ferocity grow. More often, they approach settlements and the walls of cities.
And deep in the wastelands, someone - an unknown inciter - begins to speak to them in their own tongue.
In this world, you live.
You play as Elyhias - once a Faith Enforcer, a servant of the Holy Law. Your duty had been to hunt heretics and deliver them into the hands of authority.
The skills demanded of you were nearly the same as those once required of the Abasers - tracking across open land, relentless pursuit, restraint, and controlled violence. Where they confronted giants, you pursued those of your own kind. The craft differed only in its quarry.
Among the Faith Enforcers, you were one of the three most effective, entrusted with the most difficult pursuits and relied upon when judgment required precision and resolve.
In time, the duty of restraining the Mighty faded. The hunt for heretics endured - and so you remained in that service.
Until the day you captured a prophet in the desert, accused of blasphemy. The charges were unclear and did not prove grave guilt, yet the decision was swift. You delivered him into the hands of ruthless authority.
Soon after, your body was struck by what this world considers the gravest misfortunes that can fall upon a man. First, leprosy. Then the fading of sight. Finally, moments of feral possession in which pain disappears - and with it, reason.
You carry three afflictions that rarely fall upon a single man.
According to the Holy Law, you were cast out from the community. By decree, a leper may not enter the city.
You were exiled from your home and abandoned by those you once served. For years, you wandered from city to city around the great desert, seeking healing and cleansing. In none were you allowed to remain long, nor did you find a cure.
These afflictions are not merely punishment - they are a burden that must be borne. Through the frailty of flesh, decay advances, demanding cleansing and endurance. Neglect hastens deterioration, and the world does not treat the unclean with mercy. Through the spirit, will is tested: devotion grants discipline and clarity, while feral instinct tempts with power at the cost of body and reason. In moments of desperation, instinct may surge, dulling pain and sharpening aggression, yet always disturbing the balance within.
As the threat rises again, a new ruler seeks someone to take up the forgotten duty.
The Abasers have nearly vanished.
You are the closest to what they once were.
The ruler claims his medics and priests have achieved a breakthrough - that they can halt the decay of your body and even reverse your illness. In exchange for this promise, you are to deal with the Mighty who already pose direct danger to the city and its routes.
At the same time, the inciter learns their language and awakens in them the memory of former dominion. What was once dispersed instinct begins to move with shared direction.
The burden is heavy and demands endurance.
Your body and spirit offer no guarantees.
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