Abstract classes are used to model a shared "master class" which will never be used itself but derived classes of it will use that data/functions.
For example say your inheritance is
Animal
Bird Mammal Reptile
In your game, you will only ever use a Bird/Mammal/Reptile since those are concrete models of animals, But they all will share at least some common amount of code. Health, Hunger, and may provide some abstract functions such as Move() which will be implemented on a per subclass level.
From an engineering standpoint, this let's you do fancy things such as create an array/vector of type Animal which can contain birds, mammals, and reptiles.
So say we have a vector of type Animal with 1 of each subclass.
We can then do
foreach (Animal a in animals)
a.Move(100)
Birds/Mammals/Reptiles all move differently, but because we have that abstract function with no implementation at the base level, our code can guarantee that at some point in the inheritance tree it is implemented.
Other popular examples are an abstract class of Item and the abstract function item.Use(); Item could be a Potion, a Scroll, an apple (class Food). It doesn't matter because they all share that same base level interface.