Neon Abyss 2 Interview – Multiplayer, Console Release, Progression, and More

Creative director of Neon Abyss 2, Lans Wang, was kind enough to answer some of our questions about the latest indie roguelite.

Posted By | On 21st, Jul. 2025

Neon Abyss 2 Interview – Multiplayer, Console Release, Progression, and More

With developer Veewo Games having just launched the follow-up to its side-scrolling roguelite action game Neon Abyss, the studio was kind enough to answer some of our questions. Creative director behind the game, Lans Wang, answered some of our questions about various aspects of Neon Abyss 2, from its brand new multiplayer mode, to how the title differentiates itself from its predecessor, and even the studio’s future plans for the title. Without further ado, check out the interview.

What would you describe as being the biggest changes in Neon Abyss 2 when compared to the original aside from the addition of multiplayer?

You’ve definitely got it right with multiplayer being the biggest addition to Neon Abyss 2 when we compare it to the first game. In fact, at first multiplayer was really the only major alteration that we had in mind, due to overwhelming feedback from the incredible community surrounding the first game.

But we soon had other ideas that we wanted to include as well. The first is the upgraded arsenal, with players now having access to swords, knuckles, magic weapons and even sporting equipment. So, it’s no longer just guns (lots of guns), and each of these categories has a variety of different weapons, which all come with the kind of chaotic effects and synergies you’d expect from the Abyss.

The Faith system is another of our major additions, which will give players choices, upgrades and rewards for meeting certain playstyles. If they align their playstyle with that of the chosen Faith, the unlocked Temple can provide many different types of rewards.

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"So, it’s no longer just guns (lots of guns), and each of these categories has a variety of different weapons"

We’ve also upgraded the Pets system, with players now hatching minor Hatchmons, which then evolve into Super Pets, and again each super pet comes with its own unique abilities and design.

One major change will sadly go unnoticed by many, and that is a much more effective structuring behind the scenes. As we designed the first Neon Abyss, our own lack of experience meant that the way we built the game made it very difficult to implement ongoing changes. Because of this, the new structural framework for Neon Abyss 2 is a huge change, but it’s likely that players will find the rest of it much more exciting.

How much of a role will character choice have on the overall gameplay style for a player?

As well as each having their own design, each of the Agent characters also comes with their own unique abilities and their own starting weapon, as well. I think this can have a pretty big impact for overall gameplay, but it does depend on which character players choose to drop in with.

We have designed the current roster to make sure that there is a good mix of Agent characters which are fairly accessible, as well as those whose abilities require a little more finesse and practice. In addition, new Agents also provide a good mix of new weapons as well, with swords and magic featuring here alongside guns.

In addition to weapons, Agents will also have different starting health, grenades, keys or crystals. Overall, it’s not just a new skin or new look, and we’d definitely suggest that players have a good read of each Agent’s ability and loadout before you head into the Abyss.

Don’t forget as well, that we are also planning on adding more Agents throughout the Early Access period, and players may even meet some old favourites in there, as well.

How would you explain the general progression when it comes to Abyss companions and how they can be evolved?

Players will pick up Hatchmon eggs throughout the Abyss, and rather similar to the first Neon Abyss, there will be a chance for the egg to hatch following battles and certain other triggers (we don’t want to give too much away here as these are elements we hope the players will talk about together).

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"Once a player has the right combination of Hatchmons, they will automatically fuse together and evolve into a Super Pet."

Once hatched, Hatchmons will provide some basic assistance for players, and each has their own design and personality. Super Pets are where they really shine, though. Once a player has the right combination of Hatchmons, they will automatically fuse together and evolve into a Super Pet. Each of these comes with its own unique abilities and players may have already seen some of these, like Chirpie who will actively awaken any unconscious Hatchmons, or Boxie who transforms regular chests into special ones.

Eggs and Hatchmons can also boost certain weapons, and some come along with weapons or items as well, so there are a lot of ways to find and use companions within the new Abyss.

How big of a difference will the Faith system make when it comes to moment-to-moment gameplay?

The Faith system is an evolution and overhaul of the previous Wisdom vs. Violence system which Agents will be familiar with from the first Neon Abyss. This can definitely provide moment-to-moment impact, with different Faiths requiring different actions from players throughout their gameplay, in order to unlock the corresponding temple.

This could mean that players will want to focus on collecting Hatchmon eggs, or maybe going out of their way to gamble or spend coins in order to fill up the requirement. While Faith is an option for players, rather than a necessity, we think it will challenge players to maybe step outside of their comfort zone, in order to pick up powerful new rewards.

What are some of the minigames that can be played in co-op in Neon Abyss 2?

There are a load of mini-games which can be played either solo or with friends within Neon Abyss 2. This includes elements like volleyball challenges, piano playing and many more. Of course, these have had to be balanced to make sure that they are playable solo or co-operatively, and a lot of this (currently) hinges on multiplying the challenge (such as more balls to keep in the air in the volleyball challenge). This is something we’re really interested in getting feedback on from players within the Early Access programme.

What can you tell us about the variety of boss fights in the sequel?

So as in the original game, we wanted to make sure that we hold close to the cybermyth theme for our new, new Gods. This means that while we have a good variety of new designs, new powers and new elements, each should feel just a little familiar, like something which wouldn’t have surprised players if they showed up in the original Abyss.

Each of our new, new Gods will come with their own powers, and each will have their own variety of attacks and movement patterns which players will have to learn and fight against in order to survive. As well as this, some Gods such as Sunny, have randomised elements to their regular attacks (like the various blind box teddy enemies).

But as well as this, the new, new gods are now also backed by void-powers, which will further randomise boss fights. As players wear bosses down, the Gods will then be fortified by a randomised dark power. This will lend further variety even when players meet the same boss again, adding a further challenge to the typical learning of boss attack patterns.

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"So as in the original game, we wanted to make sure that we hold close to the cybermyth theme for our new, new Gods."

How has the studio dealt with readability of fights, especially when three other players with their own weapons and abilities can be involved, leading to more chaos?

So, we absolutely love the chaos, and multiplying this with the co-op gameplay has been a big consideration. There are a couple of things which we’ve covered here, refined throughout our playtesting and early demos, and again we have to thank our incredible beta testers for putting in so much time and effort.

Firstly, we do have options to limit UI elements. Primarily (at the moment) the number of Hatchmon eggs which are floating behind you. While in game mechanics you retain the number of eggs, taking these off the screen (apart from the initial few) can clear up a lot of screen real estate, so that was our first change.

However, we’ve also looked at what we can do specifically for the multiplayer experience. Because of this, we’ve taken some time to balance having a chaotic view of the Abyss, with being able to see what’s actually happening. It was important for us to not take away the feeling of that chaos.

So we’ve also taken steps to try and minimise the distractions from other players. This includes reducing some colour in their attacks, and some effects from their weapons and abilities here and there. Each player will have the full effect of their own character, and all characters will keep our high-definition visuals, while just looking to reduce the more distracting elements.

It’s important to balance this correctly, and that’s another thing which we’re really hoping to look at with players throughout Early Access.

Will we see Neon Abyss 2 come to more platforms after its Early Access period ends like the original did?

Absolutely. While we’re focused on the Steam Early Access launch now, and will continue to work on a Steam-focused roadmap for the coming months, other platforms are definitely in our plans for Neon Abyss 2’s 1.0 launch.

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"So we’ve also taken steps to try and minimise the distractions from other players."

Roguelikes thrive on unpredictability and experimentation. Why do you think allowing game-breaking item synergies enhances the player experience rather than harms game balance?

I’m not 100% I’d agree that they are necessarily game breaking, though of course as we add and change things during the Early Access period this is certainly possible! While there’s a lot of RNG, we really want players to feel like anything is possible. This could mean (though we hope, rarely) that it could swing things a little too much in players’ favour, however we feel that it builds excitement as even on a slog through the Abyss, god-like powers could be around the next corner.

We really wanted to lean into the chaos for Neon Abyss 2, letting players go crazy and setting up the wildest builds they could imagine. With the playtesting and beta testing we’re run so far, we’ve been able to balance things, and make further creative strides to make something where players can showcase creative and technical skills.

Ultimately, with open communication with players in our Discord as well as the Steam community and over on social media, we want to know what players really think. This method of building the game together through Early Access means that we can use our creativity alongside the player experience, and further balance areas like this as we move forward.

Some players argue that overpowered combos can trivialize a run. What’s your take on letting players feel ‘broken’ if they’ve earned it through creative item stacking or lucky drops?

As with everything, it always swings both ways, but I do think those players have a point. We’ve wanted to make sure that there’s always a challenge to the Abyss, and lean into the crazy, boundary-pushing content that our players loved with the first Neon Abyss. I think the important word here is if players have “earned” it, and making sure that it’s not something which can happen immediately – or within the first couple of levels.

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"Ultimately, with open communication with players in our Discord as well as the Steam community and over on social media, we want to know what players really think."

As the game progresses, I actually do think that players who earn it deserve to be rewarded as they approach later stages, where the challenge itself gets harder and harder. Any late-game weapon taken back to a starting area feels a little broken, regardless of the game, and I think the balance comes from ensuring players do have to plan ahead, almost like a game of chess.

Of course, this is all a gamble as well, as while you may get a lucky drop which synergises with your build, there are so many weapons, companions and items in the Abyss that the odds are not really on your side.


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