This is an enhanced version of Abuse based on the original source code that was released to the public domain. See the Changelog for details.
If you have any problems with the game or just want to chat, join my Discord server. I'll see what I can do to help.
To report a bug, please create a new issue here on GitHub. Pull requests are welcome!
To install the game, see the last release available for your platform in the release section.
While this repository contains all data files needed to play the base game, these assets come from different sources with varying licenses and historical records. My hope is that the educational and non-profit intentions of this repository will enable it to stay hosted and available. If you prefer to use only clearly-licensed content, please replace the included assets with the public domain subset of the original shareware content available from various archives online.
Save files and configuration are stored in the user folder, which can override default files in the game folder. The game only looks for built-in files if they weren't already found in the user folder. This allows adding custom levels or mods without affecting the original bundled game files.
Default paths for user data:
- Windows:
%APPDATA%\abuse - macOS:
~/Library/Application Support/abuse - Linux:
~/.local/share/abuse
For custom content, there are three types to consider:
| Type | Installation | Launch |
|---|---|---|
| Custom Levels | Place level files in the data/levels folder |
abuse -f levels/levelname.spe |
| Regular Mods | Place mod files in the data/addon folder |
abuse -a modname |
| Total Conversion Mods | Place directly in the data folder | Launches automatically when starting the game |
To use cheats, press Enter to open the console and type the desired slash-prefixed cheat command. The mouse cursor must be inside the console window for input. Press Enter when done, or type "quit"/"exit" to close the console. Use the scrollbar, mouse wheel, or arrow keys to browse the chat history.
Available cheats:
/god- Makes you invulnerable to all damage/giveall- Gives all weapons and maximum ammunition/flypower- Grants Anti-Gravity Boots effect/sneakypower- Grants Cloak effect/fastpower- Grants Flash Speed effect/healthpower- Grants Ultra-Health effect/nopower- Removes all active special abilities
Configuration is stored in settings.toml in the user folder. See data/user/settings.toml for a complete example.
fullscreen- Enable borderless desktop fullscreenborderless- Remove window decorations in windowed modewidescreen_support- Expand the framebuffer to match the desktop aspect ratio; when disabled, use the configured framebuffer size exactlyframebuffer_width- Internal game framebuffer width when widescreen support is disabled (minimum320)framebuffer_height- Internal game framebuffer height when widescreen support is disabled (minimum200)editor_framebuffer_width- Editor baseline framebuffer width (default640, minimum320)editor_framebuffer_height- Editor baseline framebuffer height (default400, minimum200)window_scale- Integer window scale used in windowed modelinear_filter- Use linear texture filter (nearest is default)hires- Enable high resolution menu and screens (2for Bungie logo)big_font- Enable big fontgamma- Display gamma (0.5-2.0;1.0is neutral)
The game is designed for a 320×200 framebuffer displayed with the original VGA pixel aspect ratio. With widescreen support enabled, one framebuffer dimension expands to match the desktop without changing the baseline gameplay zoom. For example, a 16:9 desktop uses a 427×200 framebuffer. With widescreen support disabled, framebuffer_width and framebuffer_height are used exactly.
The editor uses editor_framebuffer_width and editor_framebuffer_height as its independent zoom baseline. With widescreen support enabled, one dimension expands to match the desktop; for example, a 640×400 baseline becomes 853×400 on a 16:9 desktop. With widescreen support disabled, the editor dimensions are used exactly. Entering or leaving the editor resizes the existing display in place.
sound_volume- Sound effects gain (0.0-1.0)music_volume- Music gain (0.0-1.0)mono- Use mono audio onlymusic_enabled- Enable musicsound_enabled- Enable sound effectssoundfont- SoundFont filename fromdata/soundfonts, or an absolute path to a custom.sf2/.sf3file
The in-game Audio Settings window lists available SoundFonts from data/soundfonts and applies a selection without
restarting the game. Changes apply as soon as a SoundFont is selected while preserving the current music position.
The build converts every HMI song in data/music to Standard MIDI. Only the generated .mid files are installed and
packaged; HMI conversion is not part of the game's runtime audio path. The C++ converter is also available manually as
abuse-tool hmi2mid <input.hmi> <output.mid>.
[gameplay].difficulty- Difficulty ("easy","medium","hard", or"extreme")[gameplay].physics_tick_ms- Physics update time in ms (65ms/15FPS original)[gameplay].max_fps- Frame-rate limit[gameplay].record_replays- Record every game as a timestamped replay under the save path'sreplays/folder[general].grab_input- Confine the mouse to the rendered game area in windowed mode[general].language- Game language ("english","german", or"french")[multiplayer].player_name- Player name used in multiplayer games (maximum 18 characters)[multiplayer].server_name- Default name used when hosting a multiplayer game (maximum 18 characters)
Default control scheme:
| Action | Default Binding |
|---|---|
| Left | ← A |
| Right | → D |
| Up/Jump | ↑ W |
| Down/Use | ↓ S |
| Prev Weapon | Q Mouse Wheel Up |
| Next Weapon | E Mouse Wheel Down |
| Fire | Mouse Left |
| Special | Mouse Right |
Keyboard bindings are arrays, allowing two keys for movement, for example left = ["a", "LEFT"]. Special key names include:
LEFT,RIGHT,UP,DOWN- Cursor keys and keypadCTRL_L,CTRL_R- Left and right CtrlALT_L,ALT_R- Left and right AltSHIFT_L,SHIFT_R- Left and right ShiftF1-F10- Function keysTAB,BACKSPACE,ENTER- Standard keysINSERT,DEL,PAGEUP,PAGEDOWN- Navigation keysCAPS,NUM_LOCK- Lock keysSPACE- Spacebar
Hardcoded Keys:
- 1-7 - Direct weapon selection
- Escape/Space - Reset level on death
- P - Pause game
- Enter - Open the cheat/chat console
- Ctrl+V - Paste text into the open chat console
- F1 - Show help/controls screen
- F5 - Quick save on save consoles (slot 1/"save0001.spe")
- F6 - Toggle window input grab
- F8 - Toggle gamepad use
- F9 - Quick load
- F10 - Toggle window/fullscreen mode
- Print Screen - Take a screenshot
Default Controller Bindings:
- D-pad, left stick - Move in all directions
- Right stick - Aim
- South face button - Jump; confirm in menus
- East face button - Down/use; cancel in menus
- West face button - Use the active special ability
- Left/right shoulder - Previous/next weapon
- Left/right trigger - Special ability/fire
- Guide/Home - Show help/controls screen
- Back - Acts as Escape key
- Start - Acts as Enter key
Options in [input.gamepad] include:
enabled- Accept gamepad input; F8 toggles and saves this settingaim_invert_y- Invert the right stick's vertical aiming axisaim_correction_x- Horizontal crosshair correctioncrosshair_distance- Crosshair distance from playeraim_sensitivity- Right stick/aiming sensitivity (1-100)aim_dead_zone- Radial right stick/aiming dead zone (1-32766)move_dead_zone_x- Left stick horizontal dead zonemove_dead_zone_y- Left stick vertical dead zonetrigger_threshold- Trigger activation threshold (1-32767)trigger_hysteresis- Required trigger release movement below its activation thresholdmenu_confirm,menu_cancel- Buttons used to confirm and cancel in the main menuquick_save,quick_load- Optional buttons for quick save and quick load
Button binding names:
south,east,west,north- Face buttonsleft_shoulder,right_shoulder- Shoulder buttonsleft_trigger,right_trigger- Triggersleft_stick,right_stick- Stick clicksdpad_up,dpad_down,dpad_left,dpad_right- D-pad directionsstart,back,guide- System/menu buttons
Each configurable button or trigger maps to "up", "down", "left", "right", "special", "fire",
"weapon_prev", "weapon_next", "confirm", "cancel", "help", or "none".
The first gamepad used becomes active; other connected gamepads are ignored until the active one disconnects.
| Argument | Description |
|---|---|
-lsf <filename> |
Custom startup file (default: abuse.lsp) |
-a <name> |
Load addon from addon/<name>/<name>.lsp |
-f <filename> |
Load specific level file |
-nodelay |
Disable frame delay/timing control |
| Argument | Description |
|---|---|
-nonet |
Disable networking |
-port <number> |
Set network port (1-32000) |
-net <hostname> |
Connect to host name or IP |
-server <name> |
Run as server |
-online-join <code> |
Join an online room by code |
-signal-server <url> |
Override signaling URL (default: wss://abusecoop.com) |
-min_players <number> |
Set minimum players (1-8) |
-ndb <number> |
Network debug level (1-3) |
-fs <address> |
File server address |
-remote_save |
Store saves on server |
Online play uses WebRTC for encrypted direct peer-to-peer traffic. A
self-hosted STUN service assists NAT traversal, but this release deliberately
does not relay traffic through TURN. It does not replace the existing LAN and
direct-IP modes. Deploy the service with the installer described in
online/README.md. Create the online host through the
graphical Multiplayer menu. A client can use the same menu or optionally join
from the command line:
abuse -online-join ABC234The host displays the room code in the waiting window and above the score
list. The graphical multiplayer menu can host either a local or online game
and join an online room by code. -signal-server is only needed to override
the default service at wss://abusecoop.com.
| Argument | Description |
|---|---|
-fwin |
Open foreground editor |
-bwin |
Open background editor |
-owin |
Open objects window |
-no_autolight |
Disable auto lighting |
-nolight |
Disable all lighting |
-bastard |
Bypass filename security |
-size |
Custom framebuffer size |
-lisp |
Start LISP interpreter |
-ec |
Empty cache |
-t <filename> |
Insert tiles from file |
-cprint |
Enable console printing |
Light sources support these palette-aware color values:
| Value | Color | Value | Color |
|---|---|---|---|
| 0 | White | 4 | Gray |
| 1 | Red | 5 | Green |
| 2 | Yellow | 6 | Blue |
| 3 | Purple | 7 | Cyan |
The level editor exposes the value as Color 0-7 when creating or editing a light. Lisp code can pass the color as
the optional eighth argument to (add_light type x y r1 r2 xshift yshift [color]), change it with
(set_light_color light color), and read it with (light_color light). Omitting the color keeps the traditional
white light. Runtime effects can fade a light with (set_light_intensity light value), where the value ranges from
0 to 63; (light_intensity light) returns its current value.
Line lights are available as (add_line_light x1 y1 x2 y2 r1 r2 [color]). The light has full strength within r1
pixels of the segment and fades out at r2; (set_light_line light x1 y1 x2 y2) moves both endpoints. Weapons 1,
5, and 6 use this shape for red, white, and cyan glows respectively.
Moby Games page
Abuse homepage
Free Abuse (fRaBs) homepage
Abuse fan page
Gameplay video
ETTiNGRiNDER's Fortress
Assorted Abuse Files
HMI to MIDI converter
Original source code
Anthony Kruize Abuse SDL port (2001)
Jeremy Scott Windows port (2001)
Sam Hocevar Abuse SDl port (2011)
Xenoveritas SDL2 port (2014)
Antonio Radojkovic Abuse 1996
Andrej Pancik Abuse 2025
Special thanks go to Jonathan Clark, Dave Taylor and the rest of the Crack Dot Com team for making the best 2D platform shooter ever, and then releasing the code that makes Abuse possible.
Also, thanks go to Jonathan Clark for allowing Anthony to distribute the original datafiles with Abuse.
Thanks to everyone who has contributed ideas, bug reports, and patches over the years (see the AUTHORS file for details). This project stands on the shoulders of many developers who kept it alive for three decades - from the original Crack Dot Com team to the various port maintainers like Anthony Kruize, Jeremy Scott, Sam Hocevar, Xenoveritas, Antonio Radojkovic and Andrej Pancik.
