
Soulblight is a dark, topdown roguelike built around the literal meaning of RPG. Becoming an alcoholic means that you will be rewarded for getting drunk, but from that point being sober might prove to be unbearable.


Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Italiano | |||
| Polacco |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Introduction Soulblight is the debut Steam title from developer, My Next Games, published by Movie Games S.A.. Soulblight tells a typical fantasy quest-to-save-the-world story -- albeit with some interesting, but ultimately irrelevant technology -- in a very disjointed and confusing manner. I'm not sure if something's been lost in translation or if it's intended to be mysterious, but I found it frustrating and pretentious, to the point where I lost interest in what the game was telling me. From what I can gather, you play some sort of unique hero-type character, fated by the crystal attached to your arm to be the one to remove the blight that has infected the Soul Tree: the source of all life in the world. There's some weird sort of religious group that resurrects you when you die and transports you to a nearby sanctuary, as well as providing you with mysterious messages about your que
This game is chock full of good ideas, has an interesting premise, and is by far one of the prettiest top-down games I've ever played. I do appreciate the obscurity, even regarding the game's mechanics, as it is easy enough to figure things out before long. However... for all its strengths, the keystone of the game is cracked: the combat is simply not fun. Fighting is relatively one dimensional: you approach an enemy, grab them or don't, and then attack with varying amounts of charge, depending on how fast you want to kill them. The height of the combat is when you can kite enemies around, make clutch parries, and take advantage of your Taint perks to get a power boost. Wounds are a fascinating approach to taking damage. But it quickly falls apart: the stealth feels like an afterthought, as once you're spotted, there's no hope of the enemy actually losing you, and attempting to flee on
Not an easy game. Top view and few objects to take with you to the next level. The objective is the growth of the character by following some choices that determine the power of the abilities. The combat is not what you expect from this type of game and is not very "fun". The idea is good but it needed to be explored a little more. My rating 6/10 to take at discount
Soulblight does a lot of things that have been done many times before. It's a top-down dungeon crawling action RPG with a stealth system. In many ways, it's a lot like so many games before it. It has those familiar roguelike elements (or "roguelite" since it's not actually like Rogue as a game), with the permadeath and procedural generation that form the pillars of the style. There's some crafting and survival mechanics thrown in as well, which are pretty basic, but well-implemented (I'd prefer it if hunger was either slower to build or easier to satisfy, but that may get easier with practise). In general, all the game's systems are well done. It's got a sense of completeness that a lot of games seem to lack - even the aspects the game isn't doing anything unique or special with feel solidly implemented. There are two things that really make Soulblight special: the combat and roleplayin
I hate giving out negative reviews. This game has great ideas. The taint system is really cool, and the idea behind the combat system is neat. But everything is just so painfully executed. Combat is too punishing and opaque, I had to watch a 3rd-party tutorial to even begin to understand the basics. Stealth is slow, which the game punishes, and the random levels are poorly designed for how it feels like the game wants you to play. I, again, needed to watch someone else explain the first boss fight, and was almost able to beat it after a few hours of attempts. Things I would need changed before I played again: - Combat less punishing. Currently, it feels like getting hit sends you into a death spiral. - Level design needs to be better. Other games to look at could be Unexplored, Brogue, or maybe even the area designs of games like Sunless Skies if you want slower combat. The level de
The concept, world building, and graphical style are all fantastic, however the "rogue-like/rogue-lite" replay grind quickly becomes tedious. I felt like I spent most of my time opening boxes, only to die and have to do it all over again. I would love to see some kind of progression system, so that each failed run doesn't just feel like a loss.

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