
Mask of Soul is a 2D metroidvania action-adventure where you play as Cheong-oh Chasa, gatekeeper of the Underworld, tracking spirits beneath the Red Moon. Use parry combat and mask abilities to explore an oriental dark fantasy world inspired by Korean mythology.
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About
Mask of Soul is a 2D metroidvania action-adventure in which Cheong-oh Chasa, a gatekeeper of the Underworld, pursues escaped spirits amid the chaos of the collapsing boundary between the Underworld and the Living World and restores the balance of the world.
Explore twisted regions and awakened demons beneath the Red Moon, and experience precise parry combat, unique skills based on mask switching, and an oriental dark fantasy world inspired by traditional Korean mythology.
Parry combat where you read enemy attacks and counter with precise timing
Bosses demand different patterns, speeds, and timing
A successful parry allows a powerful counterattack and can temporarily break the enemy’s Vigor
Various spirit masks obtained while exploring regions
Each mask provides unique skills, stats, and action motions
Strategic gameplay focused on finding mask combinations suited for specific bosses or mechanics
Modern reinterpretation of traditional Korean fantasy elements such as the Underworld, Yacha, spirits, and seals
Story following the Red Moon and the secrets of an ancient war
Backgrounds and character designs with a chilling yet mysterious atmosphere

Unique regional gimmicks and environmental puzzles
Exploration areas expand as new masks and abilities are acquired
Paths and hidden secrets unlocked after defeating bosses
Bosses designed with a unique world view… Mid-bosses and main bosses appear across four regions
Demon forms awakened by the Red Moon
Classic boss design requiring pattern learning and parrying
Reinterpreting traditional patterns, the Underworld, narratives, and mythical beings with a modern sensibility
Dreamlike yet rooted in ancient Korean oriental dark fantasy aesthetics



Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Korean, French, German, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h2]パリィではないバリアだ![/h2] パリィをしても相手がひるまないのでパリィよりダッシュ回避メインでした。 PVでアスレチックがやばそうな気はしましたが、隠しアイテムを取るとこだけ難しくて道中はそれほど難易度は高くなかったです。 ボスも一部理不尽でしたがわりとやりごたえがありました。ただしラスボスだけは連戦が面倒すぎて大苦戦。 探索個所は少なく中ボス→中ボス→大ボスの流れでしたので探索よりボス戦メインが好みの方にはおすすめです。 ちなみにノーマルモードでやると「イージーモードでゲームをクリアせよ」の実績もあわせて解除されましたよ。
[h2]前言[/h2] 类银这个分类的游戏,我玩过不少,可以说好的玩过不少,差的,甚至可以说是石的也吃了不少,但是对于本作而言,我不值得该把它给划分到哪里,说它不好玩吧,玩着还行,说它好玩吧,又有些无聊,太平庸了。 [h2]游戏介绍[/h2] 《Mask of Soul》是一款2D类银河战士恶魔城动作冒险游戏。 [h3]游戏背景:[/h3]冥界中,阎罗一族和夜叉一族展开争斗,最后阎罗一族获得胜利将夜叉给封印,冥界迎来和平。但是一对双生子的到来,打破了平衡,哥哥成为了阎罗大王,弟弟却因为愤怒而冥界秩序。玩家在游戏里面就扮演着弟弟青乌,而我们要做的也很简单,那就是弥补自己之前所犯下的过错。 [h2]游戏玩法[/h2] 游戏玩法很简单,角色初始就有着特殊攻击和冲刺,还能够进行格挡,这点是比较友好的,而且游戏有着难度选择,低难度能够更改自己的伤害,拉满之后非常爽,小怪基本都是一刀一个。战斗系统没有什么新奇的,比较常规,不过比较有意思的是游戏里面的有个跳跃机关需要格挡才能够进行,这点怎么说呢,能够看出制作组想要做出一点创新,但是玩着稍微有点折磨,对于我这种手残来说,而且游戏里面的跳跳乐部分有点小多。除此之外,就是游戏里面的徽章系统以及面具系统了,游戏里面有着大boss携带着面具,击败他们就能够获得新的能力,比如超远冲刺、二段跳等等。 [h2]总结[/h2] 游戏本身中规中矩,跳跃手感个人感觉不是很好,战斗难度一般,存档点能够传送,感兴趣的玩家可以自己试试! [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote]
The story begins with a struggle between good and evil that is eventually resolved, restoring balance to the world. From this resolution, twins are born, each tied to one side of that balance. One represents the light and is destined to rule with wisdom, while the other embodies the dark and will rule with strength. In the present day, the twins have grown. The one aligned with the light has already fulfilled his destiny, but the other, known as Cheong-oh Chasa, the guardian of the underworld, or simply Death, remains conflicted and filled with anger. This unrest leads to a crack forming in the balance. When it finally breaks, four masks escape into the living world. Chasa quickly realizes that someone else must be responsible for this disturbance. With no other choice, he crosses the river into the world of the living in order to retrieve the masks before they spread their influence. For lack of a better description, the game is a classic representative of the hollow-like genre. You control Chasa, depicted as a small figure wearing a dark veil and a traditional hat. If you are familiar with this style of game, you can expect many enemies to tower over you, sometimes several times your size. While Chasa possesses all the abilities needed to defeat them, mastering those abilities is entirely up to the player. As a result, success often comes through repetition and learning enemy patterns until everything finally clicks. Alongside the basic jump, air dash, and single attack, the most important mechanic is the parry, which plays a key role in both combat and traversal. In combat, the parry must be timed precisely just before an enemy attack connects. Unblockable attacks are clearly marked with exclamation points. A perfect guard damages the enemy, protects your health, and restores some vigor, which is required to trigger your secondary attack. Vigor can also be gained through regular attacks. When it comes to traversal, parries can be used on special marked crystals that launch you toward higher platforms. However, this mechanic appears only in a handful of rooms and is not a major focus of the game. The world is structured around a central village, surrounded by four distinct biomes and a fifth region located above them. Each area consists of a series of small and large rooms that combine enemy encounters with platforming challenges. A very well designed map keeps track of everything you discover. It clearly displays the layout of rooms and exits, while also marking key locations such as save points, merchants, and treasure. Although the rooms tend to follow a similar structure across different biomes, the visual design remains impressive. Enemy variety and animation quality stand out, and the backgrounds are rich with detail rather than simple blocks of color. The only minor disappointment comes from the cutscenes, which are presented as comic book style panels with speech bubbles. Instead of allowing the player to move through the panels manually, however, the scenes play as video clips. Treasure is often placed in hard to reach locations, sometimes encouraging you to return later once new abilities are unlocked. Other rewards are hidden behind secret walls that disappear when touched. Despite these secrets, the overall world is fairly small and progression is mostly linear. Many alternate paths remain inaccessible because you lack the required abilities, while others are blocked by doors that can only be opened with special seals. Saving takes place at lanterns, which restore your health, refill your healing potions, and respawn enemies. Your health is divided into five segments. Each hit removes one segment, while drinking one of your two potions restores one. When you die, you lose all essence, the game’s currency obtained from defeated enemies, and must return to the place of death to recover it. After defeating the first major boss, you also unlock fast travel between activated lanterns, which significantly reduces backtracking. Lanterns also serve another important purpose, allowing you to manage your equipment. Gear can be discovered as treasure throughout the world or purchased from merchants, and it comes in three categories. The first are masks, which are obtained by defeating major bosses. Each mask changes your secondary attack and contains a different number of slots for seals, the second category of equipment. The final category is standard gear, which can be equipped in four available slots. Both seals and gear enhance your character through stat boosts or passive effects. These include perks such as extending the parry window, attracting nearby essence automatically, or allowing attacks in both directions. The main distinction between seals and regular gear is that some pieces of gear can be upgraded by a blacksmith in the central village, increasing the strength of their bonuses. Masks can also be upgraded using rare materials, and each one provides useful abilities that can significantly influence combat. Because masks can be switched quickly, it is possible to prepare different setups by assigning unique seals to each one and adapting them to different situations. Major bosses are the source of these masks, and they can be quite challenging during the first encounters. Learning their attack patterns and recognizing the moments before they strike is essential. Instead of changing behavior halfway through the fight, bosses transform only after their entire health bar is depleted. At that point they regain full health and adopt a new form. Although this means you must defeat them twice in a single battle, their movesets remain mostly the same, with attacks becoming faster and gaining additional effects. Defeating these bosses also grants new abilities, such as an extended dash that allows you to move through enemies. Other bosses encountered along the way function more as obstacles than major encounters. They typically have only a single health bar and reward you with a generous amount of essence and crafting materials. Interestingly, these smaller bosses can sometimes be more frustrating than the major ones. Many of them summon additional enemies during the fight, which fills the arena and creates chaotic situations where avoiding damage becomes much more difficult.
The dreamlike atmosphere of moving between the world of the living and the afterlife feels truly unique, and it carries a strong sense of traditional Korean aesthetics. The difficulty isn’t easy, offering a solid challenge throughout the game. Hidden items are quite hard to find, but they are definitely worth the effort as they provide powerful benefits. One downside, though the mid boss in the Ice Cave (second encounter) is incredibly frustrating to deal with.
this is going to be kind of a weird review but try to follow what i'm saying. the hit detection is unsatisfying. theres no rumble in the controller, no recoil, no enemy in shock, nothing. half the time i cant even fully tell the enemy was hit. maybe the sound needs to be up, i dont know. kinda ruined the whole experience and made me not want to continue playing it.
기대작이라 반가운 마음으로 플레이했습니다. 아직 조작이 익숙하지 않아 속도는 느리지만, 스토리를 보는 재미 덕분에 자연스럽게 계속 플레이하게 됩니다. 세계관이 독특하고 어두운 분위기 속에서도 한국적인 요소들이 잘 녹아 있어 인상적이었습니다.
Played on OG Steam Deck without issue. This is a good game that I was initially dissatisfied with but after several patches from the committed developer it was a joy to give this another shot. At its base it’s a difficult game but there are damage reduction and generous damage dealt options to make it enjoyable for anyone. Fun solid Metroidvania that is a must for your library
한국 신화 기반의 동양 다크 판타지 세계관을 깊이 있는 2D 아트로 훌륭하게 구현한 메트로배니아 게임인 것 같습니다. 전경과 원경 레이어를 활용한 배경 그래픽 연출이 뛰어나 탐험하는 내내 시각적으로 몰입하기 좋았고 묵직한 손맛의 패링 시스템과 다양한 스킬을 가진 '탈'을 교체하는 전략적인 액션이 전투로 재밌었고 새로운 능력을 획득해 숨겨진 구역을 해금하는 메트로배니아 특유의 유기적인 레벨 디자인이 탄탄하게 짜여 있습니다.
-장점 1. 전체적으로 아트 디자인이 좋음. 2. 보스 전투가 스타일리쉬하고 재밌음 플레이가 스타일리쉬한 느낌도 있고 보스들 때리는 맛이 좋음. 개인적으론 최종 업글한 호랑이 가면 평타, 평타 맞추면 가시? 추가 공격, 초록뱀 가면 특수공격이 타격감 좋고 재밌었음. 전투 중에 가면 계속해서 바로 바꿔 플레이 가능한 것도 실용적이고 매력적임. 평타로 마나?를 채우고 이 마나를 소모해서 특수 스킬을 쓰는 방식인데, 호랑이 가면 평타로 마나 채우다가 보스 움직임이 적을 때, 초록뱀 가면 특수공격 3~4번 연속으로 쓰면 타격음 타다다다다 들리면서 딜 들어가는거 보면 쾌감이 있음. 또 호랑이 가면으로 근접에서 높은 DPS로 딜 하다가, 패턴 상 거리 좀 멀어져야되면 원거리 가면으로 변경해서 공격도 하는 등 가면 변경 시스템이 실용적이고 재밌음. 타격음, 패링 사운드가 맛있음. 보스들 매력적이고 재밌음.(특히 최종보스, 도깨비, 무적기믹보스, 초록뱀, 눈도리) 3. 파밍 할 때 메이플 인내의숲? 비슷한 거 해야 되는데 이게 생각보다 재밌었음. 이게 잘못하면 짜증나는 컨텐츠가 될 수 있는데 괜찮았음. 실패해도 피 다 닳아서 죽은게 아니면, 아예 처음부터가 아니라 바로 직전 기믹부터 다시 시작하면 됨. 너무 불쾌하지 않게 잘 조율한듯. 이 컨텐츠 핵심이 패링이랑 종 오브젝트인데 둘 다 재밌음. 특히 종은 연속으로 쓸 때 캐릭이 빠르게 날라 댕겨서 재밌음. ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ -단점 1. 스토리 스킵 키가 실수로 누르기가 쉬움. 대화 내용 로그 보기가 없는데 실수로 X(스킵)를 누르기가 쉬움. 조작키랑 거리가 먼 키로 바꿨으면 좋겠고, 2초 정도 꾹 눌러야 스킵 되도록 수정되면 좋겠음. 2. 컷신 자동 재생 대신 유저가 키 입력해서 다음으로 넘길 수 있으면 좋겠음. 3. 최종 보스 재밌게 잘 만들었으나 2가지가 아쉬웠음. 1) 2페이즈가 연출에 비해 보스 공격 패턴이 약간 단조롭고 밋밋함. 2) 3페이즈에서 죽으면 1페이즈 부터 다시 해야 됨. 3페이즈로 넘어가면 체력, 포션이 초기화 된 상태로 새로 시작함. 3페이즈가 진짜 최종 싸움이고 잘 만들었는데 지면 1페이즈부터 다시 해야 되는 피로감 때문인지 오히려 3페이즈가 생각보다 쉬웠음. 1, 2페이즈와 3페이즈를 분리해야 최종 전투인 3페이즈 난이도도 더 높일 수 있고 유저들 피로도도 줄어들 것 같음. 4. 가면 수가 많아질수록 순간적으로 원하는 가면으로 빠르게 교체하기가 좀 어려워짐. 번호로 변경이 가능하거나, 정비할 때 원하지 않는 가면은 장착 해제가 가능하면 좋겠음. 5. 한 번 클리어하면 보스전만 따로 할 수 있으면 좋겠음. 쉬움 난이도로 클리어 했고 노말 난이도의 보스도 공략해보고 싶지만, 다시 잡몹 잡는 등 모든 과정을 처음부터 플레이하긴 부담됨. ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ 총평 자잘한 아쉬운 점들이 존재는 하나, 어떤 게임이든 개인에게 아쉬운 점이 없을 순 없고, 그 정도가 플레이 경험을 저해할 정도는 아님.(스토리 스킵 제외하면) 디자인이 좋고 스타일리쉬한 플레이가 재밌음. 모바일 게임 월정액 금액으로 충분히 재밌게 잘 즐겼고, 이런 스타일 게임 좋아하면 한 번 해볼만함. 나중에 노말 보스만 공략할 수 있게 업데이트 되면 또 하러 올듯.
Unerwarteter Knaller! Hollow Knight Movement und einfach geniale Bosse und kleine knifflige platforming parts! Rückstoß bei Kontaktschaden etc. fehlt ein wenig aufgrund von Indie game aber alles tolle von Metroidvanias in einem kleinen Game komprimiert.
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