
Last Soul is a 2d pixel art action platformer with a compelling story about a future where mankind has lost its will. Explore and fight your way through a variety of levels, and take on awesome boss enemies.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
做的很不错
SPOILERS! Positives: - The music for this game is wonderful, it complements the action and really sets the tone. - The UI is polished and works just fine. - The animations are well done and have a lot of character. Sprinting is a particular joy as it looks great. - The tutorial does a pretty good job of ingratiating the player with how to play. - The load times are quick and get you into the action fast. - The game has decent handling. The main character is responsive, not too floaty and feels great simply to run and jump with. After a few minutes playing it will all feel very second nature. - The game works well with both controller and keyboard. However, I found the controller to be the optimum way to play, I felt like the layout for this method made shooting, flying and aiming at the same time much easier, although this might just be me. - The game has nice artwork and enjoyable character designs. Enemies pop pretty well from the environment and are easy to spot. - The intro helped set the tone and the ending of the demo had me intrigued and wishing there was more to play, which is always a good sign. - There’s a wide range of abilities, all of which feel useful and help to give you more options in combat than most games like this would generally afford you so early on. Mastering how to use these abilities in tandem will help give you a real edge in combat. - So far, the game seems largely bug-free on my playthrough. I played through the tutorial twice, the first level twice and the final level once and only encountered one bug that I noticed. - The game has a decent level of challenge to it, whilst it never feels fully unfair it wasn’t a complete cakewalk, although I don’t play games like these too often anymore so it might just be my lack of competence. Things that might need work and bugs: - I didn’t initially realise that you could aim directionally with your weapon, although I may have somehow missed this with the tutorial. If it’s not in there, then telling the player that you have this ability would be useful as it’s very much required to stand a chance against enemies. - I encountered a bug on the tutorial level where I spawned inside of the floor after dying. I couldn’t get out except to fall down the hole next to it. I couldn't replicate it and it's pretty minor but it's worth mentioning. - If you are above one of the small walking enemies, such as on a platform, they rapidly flit from one direction to the other which doesn't look great. It would be better if they simply waited whilst remaining fixed to one direction, or if they flitted between directions slower. - I found the big yellow enemies a bit too easy and boring to kill, which is strange seeing as they’re the third enemy introduced. The only real way of fighting them I found to be effective was simply hiding behind cover and popping out to pepper them when the coast way clear which could get tiring considering they have the highest health of any of the basic enemies in the demo. Unless they’re used in different scenarios in the future which require you to approach them differently, these enemies didn’t feel too fun to fight. - It would be nice if there was more SFX when enemies are hit, especially for large explosions and big hits, such as when the bosses’ arms explode. Closing thoughts: This is a promising start for Last Soul – Prologue. Whilst not the most original-feeling game in the world, the mechanics all work well together and the game is responsive and fun to play. It left me wanting more and I look forward to seeing what they do in the future with the Kickstarter.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
44
Just no. Controls are bad (joypad is a bit better but still) and you can actually fail the tutorial and have to restart it again!? Seriously!? And what's with the loading screens? You've just started the game and it's already "loading", then you press Go to game and yup, it's "loading" again. You choose the level and sure, let's watch "loading" some more. And finally, the game. Let's make you unable to shoot "through" the enemy's bullets and the said bullets even knock you back. Let's design the levels so bad, that you keep trying again and again to get somewhere. "Great game". Not. Or at least, not for me.
Oui, mais... Même si la qualité visuelle est déjà détonante, accompagné d'une bande son de qualité, d'un semblant d'histoire (pour le moment, évidemment), j'ai quand même trouvé des petites choses qui aurait pu être apportés pour ce prologue. Le premier point qui m'a gêné, c'est l'absence des options... donc C4EST FORT ! (le temps de passer sous le mixage windows), deux lignes au moins pour gérer les volumes sons et musiques auraient été bienvenue. Et donc, pas la possibilité de changer la résolution non plus... ce qui à été source de problèmes visuels. Second point, la maniabilité au pad qui est parfois déconcertante (ou alors c'est mes soucis de coordinations ?). Un des mécanismes du jeu (le BT) qui passe parfois dans son mod alors qu'on a ni l'item à ce moment là, ni sans presser le bouton qui va bien... Je ne sais pas si la difficulté actuelle sera la finale, mais ce qui nous est proposé dans ce Prologue est déjà bien avancée... Surtout ce Boss (Haha!). A réserver à un public précis dans ce cas, il n'est pas accessible à tous et encore moins au non initiés du genre. Bref, rien de grave, des choses qui pourront se corriger, je suis confiant sur l'avenir du jeu. La version finale sera bonne, voir très bonne, une fois les pépins retirés. A revoir dans quelques mois ^^ J'en profite pour remercier Wulum Creative Technology Ltd. & Bonus Stage Publishing, pour la reviewkey qui m'a permis de faire un petit test dans les conditions du live Twitch, et sa VOD sur Youtube.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| No Man's Sky | $636.2M | 412.8K | 85% | $59.99 |
| 7 Days to Die | $425.3M | 398.5K | 87% | $44.99 |
| Palworld | $415M | 463.2K | 94% | $29.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.6K | 88% | $49.99 |
| Ready or Not | $296.8M | 260.7K | 79% | $49.99 |
| The Forest | $254.8M | 679.3K | 96% | $19.99 |