πŸ“– ABDUCTION SURVIVOR← WIKI
Abduction Survivor screenshot

Five decks. One way off.

Abduction Survivor is a first-person raycaster set aboard an alien mothership. It opens on a night walk through the pines that ends in a column of white light, and drops you on a surgical slab with no weapon and no door. From there it is five decks of corridor fighting: punch your way out, arm yourself from the abductors' own racks, work the keycard locks, find the walls that move, and steal something that flies.

β–Ά PLAY ABDUCTION SURVIVORVERSION Hby Wow Cool Games

STORY & LORE

The cut through the pines

You walk it every week. Tonight the crickets stop, something above the treeline holds still, and the ground goes out from under you. The game gives you about eighteen seconds of ordinary woods before it takes them away β€” long enough to get comfortable, short enough that the beam still lands as a shock.

Antibodies, not crew

The greys are the ship's hands rather than its people. Cut one down and nothing flinches; the terminals scattered through the decks suggest another grows out of the wall by morning. The one thing aboard that reads as an individual is the Lead Engineer on Deck 3, and he is the only one carrying a key on his body.

HOW IT PLAYS

Six weapons, four ammo pools

You start with fists and nothing else. Every other weapon is found: the pistol and shotgun behind the Deck 1 armoury lock, the rifle behind a loose panel on Deck 2's outer ring, the flamethrower in a sealed room on Deck 3, the launcher out on the Deck 4 hangar floor. Pistol and rifle share CELLS; the shotgun burns SHELLS, the flamethrower FUEL, the launcher ROCKETS. Running a pool dry auto-swaps you to something that can still shoot rather than leaving you clicking.

Keys and locks

Blue, green and red keycards gate the route. Face a door and press USE: with the key it retracts into the ceiling, without it you get a refusal and a hint naming the colour you are missing. Deck 1 teaches the whole grammar β€” blue opens the armoury where the pistol is, green opens the hatch out.

Punchable walls

The surgery has no door. It has a bolted vent grate, and the grate has hit points. Three solid hits from your fists and it gives way β€” the only time in the game the fists are the correct tool, and the reason the run starts with them.

The ship is built, not tiled

Wall faces that touch open floor are dressed at load from the cell's own coordinates, so a deck looks the same every run but no two stretches of corridor look alike: alien glyph panels, live readouts with bar graphs, cable conduits, intake grilles, caution roundels, and viewports onto open space with the mothership's own lit flank curving away below. Organic decks grow their own detail instead.

Nothing is lit by the camera

Every surface takes its colour from what is actually glowing near it. Ceiling strips, wall readouts, glyph panels, keyed doors and the exit all seed a coloured light grid at load, which then relaxes outward so light turns corners and dies down long corridors. A glyph panel washes the plating green, a readout throws cyan, and the engine deck is lit from the floor up in orange. Walls take the light of the open cell the ray arrived through, so a face in shadow stays in shadow.

Secrets

Each of the first four decks hides one section of wall that slides back when you USE it. They are flush with the surrounding plating and give no visual tell, so they reward pressing USE against anything that looks like a dead end. Each is worth 250 points, and clearing every secret on a deck pays a further 300 at the exit.

The hold

Deck 5 is not a maze. It is one room, one craft spinning up, and a 75-second clock. Waves arrive on a timer that tightens as the count runs down, capped at fourteen live bodies at once so the pad stays winnable. Survive to zero and you leave.

The way out is lit

Every open cell touching a deck's exit is a marked pad: it glows from the floor, it carries a beacon tall enough to pick out across a room, and walking onto it is what ends the deck β€” there is nothing to press. A marker on the HUD names the distance and, when the pad is behind you, points at it from the edge of the frame.

GALLERY

ARMS

Damage is per hit; the shotgun fires seven pellets per shell.

WeaponAmmoDamageCooldownRangeNotes
Fistsβ€”14–220.34s1.6Breaks the surgery grate
Alien PistolCells11–170.26s22Deck 1 armoury, behind the blue lock
Alien ShotgunShells8–13 Γ—70.78s13Deck 1 armoury, beside the pistol
Alien RifleCells9–140.10s26Deck 2, behind the loose panel on the outer ring
Alien FlamethrowerFuel7–100.06s4.6Deck 3, in the sealed room under the pipes
Alien Rocket LauncherRockets58–840.85s302.9 splash β€” it will also hurt you

WHAT LIVES ABOARD

EnemyHPSpeedDamageWhat it isScore
Stalker341.455–9Bulbous cranium, three-jointed arms, a lit organ in the ribs60
Carrion961.0513–20Four legs, no head β€” the eye cluster sits in the chest150
Watcher441.256–11A floating lens ringed with smaller ones, trailing tendrils110
BOSS: The Lead4201.1516–24Segmented frame around a reactor; drops the RED key800

THE DECKS

A code on the title screen drops you straight onto that deck, with the weapons and keys the earlier decks would have given you.

DeckCodeObjectiveSecrets
1 β€” Revival SurgerySLABPunch the grate, find BLUE for the armoury, then GREEN for the hatch2
2 β€” Service HallsHALLSpiral in through the ring corridors to the GREEN key at the heart, then back out2
3 β€” Engineers' BayHEATKill the Lead Engineer, take the RED key off him4
4 β€” Docking BayBAY7Cross the open hangar to the red door2
5 β€” TakeoffLIFTHold the pad for 75 seconds0

VERSION HISTORY

VERSION H2026-09-15
  • Genre moved from Shooting to Shooting β€Ί FPS. Categories are two levels now β€” overarching genres with sub-genres beneath them β€” so this is a more precise shelf rather than a different one: the game still appears under Shooting.
VERSION G2026-09-07
  • The way out of a deck is now something you can see. Every open cell touching the exit is a lit pad with a beacon standing on it, walking onto the pad is what changes deck, and a marker on the HUD gives the distance and points at it when it is behind you. Previously the exit was one lit panel in a wall that you had to walk into face-first.
  • Picking up a key takes the whole screen β€” the key, its colour, and which lock just opened β€” instead of one line of text among six other lines of text.
  • Doors read as doors from the far end of a corridor: the lock colour runs the full height of both jambs, chevrons point through the leaf, and the door lights the plating around it. Before, a locked door was a grey panel with one small coloured lamp in the middle of it.
  • Bare fists are two arms rather than a picture of two hands. They hold a guard you can see, they alternate left and right, and the throwing fist winds up, drives at the camera and comes back while the other one dips.
  • Fixed the blue key on Deck 1 opening a door with solid wall behind it. The armoury it was supposed to open had no entrance at all, so the level's stated objective could not be completed and the guns inside could never be reached.
  • Fixed three sealed rooms on Deck 3 β€” including the one holding its only secret, which meant the secret could never be found. They are now what they should always have been: rooms behind loose panels, one of them holding the flamethrower.
  • The alien rifle and the flamethrower existed but were never placed on any deck, so nothing could ever pick them up. The rifle is behind the loose panel on Deck 2's outer ring, the flamethrower in the room under the pipes on Deck 3.
  • Twice the secrets: two loose panels on Decks 1, 2 and 4, four on Deck 3, each with something worth the detour behind it.
  • Wall panels move now. Readouts scroll and their bar graphs rise and fall, alien script rewrites itself, the growth on the plating breathes, and the running lights on the mothership's flank crawl along the hull. Six pre-rendered frames per panel, swapped by name β€” it costs nothing per pixel, which is the only reason a software renderer can have it.
  • Jumping in on a deck code hands you the weapons, ammo and keys the decks you skipped would have given you. Bare fists on the engineers' deck is not a difficulty setting.
  • Doom's own keyboard layout works alongside WASD: arrows turn, alt-arrows and the comma/period pair strafe.
  • The woods you are taken from are lit like a night with a moon in it rather than a black screen with trees on it.
VERSION F2026-09-07
  • You can look up and down now. The whole renderer already worked from a single horizon value, so pitch threads through the floor, ceiling, walls, sprites and sky together; C recentres it. Fixed the black band that appeared across the top of the frame when you looked far enough up β€” the ceiling is drawn as a mirror of the floor rows, so past a certain angle the top of the buffer was never written.
  • Changing decks no longer needs the mouse. The level card was shown without releasing the pointer, so its button could not be clicked until you pressed escape first β€” hence clicking in and out of the game at every level. The card now releases the pointer and takes Space, Enter or E.
  • Fixed a scoring exploit: a terminal set a `used` flag that nothing ever read, so holding E on one terminal paid 25 points a press indefinitely. You can still read them as often as you like; they pay once.
  • Fixed being able to push your eye through a wall and see the void outside. The movement code had a fallback that let you move whenever the centre point alone was clear, ignoring your body radius entirely.
  • Fixed the view flicking on its own: mouse movement is clamped, because browsers deliver one enormous movement value on the frame pointer lock is acquired or after a tab switch.
  • The weapon in your hands was scaled to 80% of the screen height whatever it was, which put the alien shotgun across the entire view. Sized per weapon now and held low and to the right.
  • Look sensitivity, field of view and invert-Y are settings on the title screen, remembered between runs.
  • Every deck has a code, the way the old shooters did it β€” SLAB, HALL, HEAT, BAY7, LIFT β€” and the title screen takes one to drop you straight onto that deck.
  • The woods are moonlit rather than pitch black, and the level card shows the deck name and its code instead of a line of flavour text.
VERSION E2026-09-05
  • Main menu cut back to the title, one line and the button. The story paragraph and the two-line control block are gone β€” the intro already tells you where you are, and the controls now sit in a single dim line under the button, phrased for whatever you are holding.
  • The menu is now a live sky rather than a gradient: a drifting starfield, the craft holding station with its beam down, and a treeline along the bottom.
  • Deck cards trimmed to the deck name and one sentence; the objective already lives in the HUD.
  • Touch controls are hidden on the menus and only appear once you are actually playing.
VERSION D2026-09-05
  • Environment lighting replaces camera-distance shading: a coloured per-cell light grid seeded by emitters and relaxed outward, sampled by walls, floors, ceilings and sprites.
  • Post pass added β€” bloom off hot surfaces, chromatic split that widens toward the rim, vignette and a faint interlace.
  • The whole HUD and the menu headings are now drawn in a hand-lettered stroke font built into the game: glyphs are polylines, each vertex nudged by a hash so letters sit crooked and strokes overshoot, and no font file ships.
  • HUD moved off the DOM onto an overlay canvas and re-laid out with column widths measured from the text actually being drawn, so a six-figure score can never run into the key sockets.
  • View models moved out of the framebuffer onto the canvas so they can rotate: fists swing through a real arc, guns kick and rotate, and the model is fitted to the free space so it can never clip the frame edge.
  • Held to 60fps at desktop and phone viewports.
VERSION C2026-09-05
  • Status panel redesigned: one continuous slab of hardware with angled notches and seam lighting, sized by how often you look at each readout β€” health and ammo large, tallies small β€” instead of a row of evenly-spaced boxes with dead air between them.
  • Walls are now dressed with detail panels (glyphs, readouts, conduits, grilles, caution roundels, and viewports onto space) scattered deterministically over exposed faces.
  • Fixed a hash bug that had been halving every procedural texture's grain: `n ^ (n >> 16)` can never set the sign bit, so the generator only ever returned 0..0.5. It also meant the wall-detail threshold was mathematically unreachable and no panel had ever been placed.
  • The crew redrawn to stop reading as people in masks β€” Stalker, Carrion, Watcher and the Lead now break human body plans outright: wrong limb counts, joints that bend backwards, eyes where a chest should be, light coming from inside the body.
  • Pickups redrawn with outlines, seated cores and their own pooled floor glow, and scaled down so they stop reading as crates.
  • Bare hands are hidden until you actually throw a punch.
  • Enemy bolts and particles render as additive discs with a soft falloff rather than flat squares.
VERSION B2026-09-05
  • Rebuilt the renderer: walls, floors and ceilings are now texture-mapped in a software framebuffer at a fixed low internal resolution and upscaled with smoothing off, instead of flat-shaded columns over a gradient.
  • Added the abduction opening β€” a free walk through night pines, the craft rising over the treeline, the beam and the lift.
  • Replaced the single weapon with six: fists, pistol, shotgun, rifle, flamethrower and rocket launcher, across four ammo pools, all of them found rather than given.
  • Replaced three generic sections with the five authored decks above, including keycard gating, punchable vent, secret walls, an explosive barrel, a boss on Deck 3 and a timed last stand on Deck 5.
  • New enemy roster (grey, brute, drone, Lead Engineer) with sprite animation, pain states, projectiles and line-of-sight alerting.
  • New status bar, objective line, terminal readouts and five achievements.
  • Every map is checked by a connectivity pass before shipping: spawn reaches every key, every key reaches its door, and the exit is reachable.
VERSION A2026-06-28
  • Initial catalogued version: three sections, one weapon, flat-shaded raycaster.