Bass Abyss v2.0.0 – Back for good

Bass Abyss is finally back and playable!

With this update, we can finally say farewell to the venerable Adobe Flash Player as it is no longer a requirement to play. Everything you need is a modern web browser. Play on Windows, macOS, Linux, Android, or iOS with no need for plugins or installers.

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Fall of 21XX v1.1.0 – Easy and Hard mode, plus other game updates

Four IRAGINATION games available in 2021

Hey guys, good news. Most of the games you’ve enjoyed for years are safe and can be played online as usual. I even updated some of them.

Key updates

The following games are all playable and got new versions:

Fall of 21XX v1.1.0

The major change is the introduction of difficulty settings. Just go to the options section to set the difficulty before starting a new game.

Easy Mode changes

  • More lives.
  • Weaker enemies.
  • Enemies do not respawn.
  • Metool fires one shot, and slower.
  • Spikes do not kill at once.

Hard Mode changes

  • Battoon Bone moves faster
  • Metool shots are faster.
  • Bosses take longer to kill.

Keep reading for more details.

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Bass Abyss 1.0.8

Bass Abyss 1.0.8 - Doom Guy vs Arch-vile

Hi guys. I am back with a very quick update for Bass Abyss just to fix a blocking issue reported by Youtube user Canal Slayerbot in this video‘s comment section.

Key updates

  • Doom Guy now can get past boss doors.
  • Doom Guy tweaks and weapon balancing.
  • Plenty of other bug fixes.

Now if you enjoy reading developer ramblings, make sure to keep reading after the cut.

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Bass Abyss

Hello guys, I’m publishing a brief update. I’ve been doing a lot of maintenance work in the server-side code, so I don’t have much to show at the moment. However, I had this little Bass Abyss change in store for a while so I decided to publish it now.

Enemy fragments

When you destroy certain enemies, you’ll see all sorts of little fragments flying around. I’ve been a fan of this in Mega Man X games, so I really felt I was missing something every time I blew some enemy up.


These fragments do not usually come within a particular sprite sheet so you have to capture them on your own. They switch between visible and invisible, which requires some patience to get them all.

Collecting all possible fragments of every possible enemy is time-consuming, so probably I won’t do this very often. It is nice to have the infrastructure in place, though, in case I feel like doing the same job for other enemies later on.