Enter the Abomination Vaults

Video GamesAbomination VaultsPathfinder Second Edition


A gameplay UI screenshot of an item being found. A pop up at the top says "New Item! Caligni Blade Fragment: Collectible" and then has a description of the item in smaller text before the pop up.

The Perfect Fit

At the heart of Abomination Vaults lies a single, powerful arch-villain waiting deep within the dungeon. Having one clear villain provides a straightforward narrative arc, keeps the action focused, and pushes the story forward.

The original tabletop design provided a wealth of material to draw from but also posed challenges. Traditional Pathfinder dungeons are built for hours of exploration, with players combing over each room at their own pace. In an action RPG, that pacing needed to change. Levels had to be expanded and streamlined, ensuring players could traverse and fight through areas dynamically while still capturing the atmosphere of the original adventure.

The original monsters of Abomination Vaults translated surprisingly well. The design team began by studying each creature’s lore, abilities, and behavior before adapting them for real-time combat. Bosses required extra attention since Pathfinder combat can be comparatively static. The team had to make sure every boss could threaten all four heroes at once. That meant adding special moves and attacks to each encounter, making them feel epic and dangerous.

Early Gameplay concept art for artistic intent. Not Final. A screenshot of a large, bi-pedal furred monster with a venus fly trap like head that is mostly mouth and teeth, opening vertically instead of horizontally

Progression and the Thrill of Combat

One of the greatest joys in bringing Abomination Vaults to life was embracing the variety already built into Pathfinder. Each creature in the source material has unique traits and lore, which the team leaned into when designing their in-game versions. These differences not only informed visual design but also the tactical flow of combat.

Progression, meanwhile, required a more flexible approach. While the tabletop Adventure Path offers level guidelines, it doesn’t prescribe how players grow. The development team explored both experience and milestone-based systems, weighing how each would best support the flow of an action RPG. Equipment design followed a similar path. The original loot tables served as inspiration, but the team built an expanded system of weapons, armor, and magical items tailored to the game’s four heroes. The intention was to make everything you find in the dungeon feel meaningful. Each reward should have a clear purpose and fit the player’s chosen style of play.

Gameplay screenshot of BKOM's Abomination Vaults. Iconic Wizard Ezren, iconic cleric Kyra, and iconic ranger Harsk stand before a closed treasure chest in a cavern lit by a flaming torch. Kyra is reaching towards the chest to open it.

Designing the Vaults

Translating the Abomination Vaults structure into an ARPG presented new creative opportunities. The framework doesn’t directly impact their level-generation pipeline, but it does provide inspiration for the artists to build striking, memorable spaces.

Finding the balance between procedural and handcrafted design is a key goal. Procedural generation helps maintain replayability, but handcrafted touches ensure that each level feels deliberate and polished. Artists and level designers work closely to achieve that balance, layering bespoke details that add polish and elevate the atmosphere while avoiding a repetitive feel.

Environmental storytelling also plays a critical role. Subtle cues like a collapsed corridor, a poison-filled chamber, or an eerie balance beam across a chasm are used to control pacing. These elements let the designers slow players down when they want them to soak in a moment. They give breathing room between fights, create tension, and reward exploration.

Gameplay screenshot of BKOM Abomination Vaults. Iconic wizard Ezren, iconic cleric Kyra, and iconic ranger Harsk, follow after iconic barbarian Amiri as she runs through hazy green gas

Challenges and Triumphs

Adapting Abomination Vaults to a new medium comes with its share of hurdles. Translating turn-based monsters into dynamic, co-op-ready threats requires extensive reworking. Likewise, the non-linear nature of the original adventure must be reshaped into a format that fits an action-driven experience. While the tabletop version allows almost endless choice, a video game requires knowing where players will be and some degree of linearization to prevent the scope getting beyond control.

Still, the process has been one of discovery and excitement. The team members feel a deep sense of joy in seeing the world of Abomination Vaults come alive. Bringing the iconic biomes, bosses and lore of Pathfinder into a new medium is exciting and drives everyone working on this project.

Gameplay screenshot of BKOM's Abomination Vaults showing off iconic wizard Ezren and Iconic ranger Harsk battling a fully armored fighter with a sword as long as the fighter is tall.

The Vault Opens

Creating Pathfinder: Abomination Vaults is a journey of adaptation, artistry, and respect for the source material. By expanding dungeons, reimagining encounters, and layering environmental storytelling, the team is forging an experience that honors the original Adventure Path while delivering something entirely new.

We can’t wait for you to descend into the Vaults’ depths and uncover their secrets when the game launches.

Stay connected with the team and follow the latest updates by joining the official Discord and following Pathfinder: Abomination Vaults on social media.

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