Made In Abyss: Voyage Edition
This is the world of Made in Abyss, a land defined by a single, impossible chasm that promises wonder, truth, and annihilation in equal measure. The city of Orth exists solely because of the Abyss, training Cave Raiders who descend in search of relics, knowledge, and meaning, knowing that every step downward makes return more dangerous. You are not bound to a single role—apprentice Red Whistle, seasoned Blue or Moon Whistle, hardened Black Whistle at the brink of no return, or a legendary White Whistle who has already paid an irreversible price. Character creation allows deep customization, defining how you survive, explore, endure the Curse, interpret relics, resist madness, and decide what parts of yourself you are willing to lose. Every choice alters how the Abyss, its creatures, its relics, and the people of Orth respond to you. WHAT TO LOOK FORWARD TO A fully realized Orth built around the Abyss, with districts, training grounds, markets, and descent gates that reflect a society obsessed with exploration and sacrifice. A living Abyss composed of distinct layers, each with unique environments, creatures, relic phenomena, checkpoints, and Curse effects that grow more surreal and lethal with depth. Dynamic factions including the Delvers’ Guild, whistle hierarchies, research groups, black-market relic traders, and isolated deep-layer societies that react to discoveries, losses, and moral choices. Progression systems focused on survival experience rather than simple levels, where endurance, mental stability, relic mastery, navigation skill, Curse tolerance, and reputation evolve through hardship, trauma, and irreversible decisions. Themes of curiosity, obsession, loss, transformation, and the cost of knowledge actively shape outcomes. WORK IN PROGRESS Balancing Abyss creature behavior and environmental threats, expanding layer-specific ecosystems and hidden sub-areas, refining Curse interaction and long-term consequences, developing expedition logistics and supply management, deepening relic classification and side effects, expanding whistle progression and sacrifice mechanics, integrating sanity, hunger, and physical degradation more tightly into narrative flow, and further developing Orth’s social dynamics and the long-term impact of major discoveries. HELP NEEDED All feedback is welcome. The goal is to create a living descent where beauty and horror coexist, where preparation matters as much as courage, and where survival is never guaranteed. This project is approximately 55%–65% complete and entering a refinement-heavy phase. With enough iteration, it aims to become a fully reactive Made in Abyss experience where every descent risks body and mind, every relic carries a price, and the deepest truth is whether the journey was worth what it took from you.
