Preview: Neon Abyss 2

The first time I dove into the ever-shifting labyrinths of Neon Abyss, I felt like a reckless demigod with a gun. It was raw, fast, and chaotic—a dance of bullets and randomness stitched together with neon threads and rogue gods. But as the credits rolled again and again, something lingered: a craving for more structure beneath the madness, more control within the chaos. Enter Neon Abyss 2.

Where its predecessor was a carnival of guns and gods, Neon Abyss 2 is more like a sandbox in overdrive—a fully modular, ever-evolving combat playground. The weapons no longer stick to bullets. Now you can wield bats, summon dragons, grow explosive plants, or rewrite your build mid-run with eerie “masks” powered by a mysterious Faith system. It still leans into wild synergy stacking—now with no item cap—but it also dares to ask: What if chaos had strategy?

This isn’t just a sequel—it’s a bold reimagining. And the leap from one abyss to the next is far deeper than I expected. For the review of Neon Abyss (1), you can follow the link:

Indie Corner: Neon Abyss

The Guns Are Gone… and That’s a Good Thing

One of the first things I noticed in Neon Abyss 2 was the absence of that comforting click-clack of traditional firearms. Guns are out. At first, I resisted—who plays a roguelike shooter without the “shooter” part? But then I picked up a neon baseball bat.

Suddenly, I was wall-jumping, parrying projectiles, and charging headfirst into mobs like some cyberpunk samurai. It clicked. This wasn’t about replacing guns—it was about giving players more ownership over how they dismantle a room full of techno-demons. Melee, plant-summoning, elemental spirits, even dragon companions. You don’t find your style—you build it. And that shift? That’s Neon Abyss 2’s biggest triumph.

It’s no longer just about the items you stack—it’s about the foundation you choose to stack them on.

The Faith System: Strategy in the Chaos

Where the first game was beautifully brainless (in the best way), Neon Abyss 2 introduces a sort of divine planning board through the Faith system. Before each run, you equip a mask—each one tied to a different godlike philosophy. Some increase shop variety. Others let you recruit Hatchmons. Some even allow gambling rooms or start you with better gear. It changes everything. That kind of meta-layer planning wasn’t present in the first game, and it lends the sequel more depth than it initially appears to have. This isn’t just “another roguelike.” It’s a roguelike that wants you to think before you leap, and rewards you when your plan survives the madness.

Enemies Evolve, and So Must You

Let me tell you: the bosses don’t play nice this time. Remember how, in the first game, you could learn patterns and “cheese” most end-fights? Not anymore.

Now, once a boss loses a third of its health, it gains a new attack pattern, mid-fight. It feels like the game is adapting with you. It’s not unfair, just unpredictable. And in a game about stacking randomness, that unpredictability adds weight. No more breezing through with a broken build. You have to adapt, even when you think you’ve already won. One boss mid-run turned into a floating vending machine with homing missiles. It was funny—until it wasn’t. I died. I laughed. I went back in with a better plan. That’s the loop Neon Abyss 2 wants you in: chaos, correction, mastery, madness.

Synergy Overload: Where the Game Still Shines

Yes, the core’s still here. The absurd item synergies are back and better than ever. You want to combine explosion damage with poison damage and a hatchmon gun that increases with each hatchmon you take with you? Sure, go ahead. There’s no item cap. You can stack until your character is basically a physics-defying deity. And it never feels stale. If Neon Abyss 1 let you build chaos, Part 2 lets you curate it.

However, please note that not every build is successful. Early Access still means some synergies underwhelm. Some weapons feel flat. And if you’re not experimenting, you might feel like the game is lighter than it is.

Co-op Mayhem (With Caveats)

Multiplayer is finally here—and it’s a blast, when it works. You and up to three friends can tear through rooms, split loot (or not), and mix your Faith builds together for complete synergy hell. However, the experience isn’t yet seamless. There’s still jank. Lag spikes, enemy desync, occasional crash-outs. It’s playable—but it’s Early Access playable – and that’s what the developers tell you.

Still, the potential is undeniable. Few roguelikes let four players run completely different builds in one shared chaos run. It’s like if Binding of Isaac and Risk of Rain had a baby, then forgot to tell anyone what the baby could do.

Final Thoughts – A Game Growing Into Its Godhood

Neon Abyss 2 isn’t just more Neon Abyss. It’s brighter, wilder, and more mechanically expressive. It respects your time more, gives you more control over your chaos, and trusts you to build your fun. Is it finished? Not even close. But is it fun already? Absolutely.

If Neon Abyss 1 was about losing control in the most entertaining way possible, Neon Abyss 2 is about learning to steer the madness. And in doing so, it becomes something better: a roguelike that rewards not just what you collect, but how you think.