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SIGABRT screenshot 1
SIGABRT - Official Trailer
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You write the while(1) loop that fights for you. Assemble code-edits into an auto-battling program, descend a crashing OS from /tmp to the kernel, and debug your build every run. No two compiles are the same. Debug your code. Try one more time.

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About SIGABRT

You write the loop that fights for you.

In SIGABRT, fighting is programming. You build a while(1) loop out of code instructions, and it runs top to bottom every turn, fighting on its own. Winning means writing a better loop: pick the right edits, compile a build that lasts, and get deep enough to reach the kernel of a machine that's crashing around you.

SIGABRT video 1

Write the loop

Every edit is one line of code. Attack, block, overclock, malloc, reflect, leech. You arrange them and the interpreter runs the program for you. A forecast shows the next iteration before you lock it in, so winning comes down to how you build, not how fast you react. Change a single line and the whole battle plays out differently.

SIGABRT video 2

No run compiles the same

Every descent builds a new operating system to fall through, with room-clustered districts, hazards, and enemy castes that punish different builds. You draft edits and salvage relics into archetypes that actually play differently: heal-heavy, block walls, glass cannons, drain, or self-rewriting loops. What you end up with is never the same twice.

SIGABRT screenshot 3

Descend a dying machine

You fall from /tmp through /proc, /dev, /net, and /var, down to /kernel. Nobody stops to explain any of it. The story is in the fragments you read and the districts you cross, and every boss you reach is a build that failed before you did. Somewhere at the bottom is a goodbye that was never finished. You are the newest attempt to get there.

SIGABRT video 4

Then leave for the Net

Compile a function and the endgame opens up: the Net. It's a boss rush against procedurally generated enemies, fought with a deck built entirely from the functions you've banked. It ends at a final boss you cannot kill, the Halting Problem, where the goal is to last as long as your build can and post a personal best.

Features

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Programming as combat. You build a while(1) that fights on its own, and a forecast lets you plan each turn instead of gambling on it.
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Roguelike deckbuilding. A deep pool of code edits, relics, and events, with six build archetypes that are all worth playing.
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A procedurally generated OS. New districts, mazes, hazards, and enemy castes on every run.
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Six biomes and a hidden endgame. Descend from /tmp to /kernel, then head out into the Net.
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Four playable characters. Each starts with a different loadout, and you earn the next one by winning a run rather than grinding for it.
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Drawn entirely in code. Every enemy and effect is rendered procedurally. No stock art, no asset packs.
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Play it your way. Reduce motion, remap the controls, scale the UI, and set volume per channel.

Debug your code. Try one more time.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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