
A dungeon crawl RPG set in an otherworldly realm beneath an old school building. Explore again and again, restore your base, and find your way back to everyday life.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Sep 15 → 0.5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
S.O.L is a dungeon crawl RPG about exploring an otherworldly realm beneath a school. You awaken in a mysterious place known as the Nameless Auditorium, with no memory of who you are. Guided by a mysterious “Teacher,” you descend deeper into the dungeon in search of a way back to everyday life.

The students who take on the dungeon each possess different strengths depending on their affiliation. Some hold the front line, some heal their allies, and some wield knowledge against the strange beings waiting below. Choosing who to bring with you is an important part of reaching the deeper floors.
You are not the only student who has drifted into this world. Others seem to have gathered at the base as well. By completing their requests, they can help strengthen the base and provide useful support. Work together with them and find your way back to everyday life.

By bringing back the materials you find, you can restore facilities at your base. To survive, you will sometimes need the courage to judge when to turn back.

Combat uses a classic command-based turn system. Enemy attacks and strange events can wear down not only HP, but also the students’ SAN. Use skills, items, and sometimes retreat to protect both body and mind as you continue your exploration.

Leveling up alone will not be enough to reach the deeper floors. Strengthen your party little by little by finding weapons, armor, consumables, and restoring base facilities. How well your next expedition goes depends on the spoils you bring back and the preparations you make.
Explore a 50-floor dungeon beneath an old school building
Build a four-student party with roles based on each affiliation ・Classic turn-based command battles with HP, MP, and SAN management
Treasure-hunting elements such as chests, equipment, and consumables
Progression through restoring and improving base facilities
Japanese and English language support
Engagement
Reviews
Themes across 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
プレイヤーのSAN値を削りにくるのでご注意ください。
今のところギリギリおすすめです。何より800円ですし。 システム等要改善点はかなりありますが、何より雰囲気が良いのです。 多分気になって見に来た人は雰囲気に惹かれてだと思います。 落ちているメモやら日記もいい感じです。 クソみたいな「?」イベントは嫌いです。踏まないです。 アップデートでいろいろ改善されてきてますし、この価格ならおすすめできます。 システム改善以外で追加されたらいいなぁと思うのは メモや遺書の追加で雰囲気強化。戦闘突入時、攻撃や死亡時にキャラが一言コメント喋れたり。(ユーザーが編集できたら嬉しい) 他生存者PTとの探索中の遭遇。生存者との教室での会話。(特に意味はなくてOK。雰囲気強化) イベント数の強化。せっかくSAN値があるのでそういった系も…
2회차 돌리고 리뷰를 씁니다 DRPG 시스템적으론 무기 내구도, 소비아이템을 통해 인벤토리를 압박하는 방식과 맵을 100% 답파하도록 유도하는 방식이 아주 마음에 들었습니다 전투 방식도 학생 개인의 능력보다 장비, 소비아이템, 독 데미지에 의존해서 풀어나가는 방식이 게임의 분위기와 아주 어울리게 느껴집니다 직업간 밸런스가 박살나긴 했는데 오히려 이렇게 직업이 많으면 밸런스가 박살난 게 더 적절하다고 생각합니다 모든 직업이 강할 필요는 없고, 약한 직업도 약한 직업대로 가지고 노는 재미가 있기 때문입니다 그런데 1.4 버전 패치 방향성 보고 어이가 없어서 리뷰를 쓰게 됐습니다 개발자가 자신이 만든 게임이 어떤 게임이고 어떤 매력을 가지고 있는지 잘 모릅니다 그냥 커뮤니티에서 욕 뒤지게 튀어나오니까 그냥 그 말 따라서 패치를 하고 있는 것처럼 보입니다 이런 게임은 불친절하고 불합리해도 됩니다 올드스쿨인 DRPG라서 더욱 그렇습니다 약한 직업으로도 어떻게든 클리어 할 수 있게 맹독에 소비아이템까지 강력하게 만들어줬는데 뭐 그리 불만이 많은지 모르겠습니다 근데 개발자가 힐량을 버프하고 맹독, 소비아이템 위력을 너프하는게 도저히 이해가 안됩니다 Fear and hunger에서도 화상, 맹독으로 쉽게 클리어하는 건 비교적 정석적인 공략이고 이 게임도 그런 류의 게임으로 보입니다 특히 소비아이템은 엄청난 SAN 소비를 요구하기 때문에 소비아이템을 제대로 굴리려면 SAN 회복아이템까지 필요해서 인벤토리 압박이 2배로 들어옵니다 그런 제반사항을 무시하고 그냥 아군 캐릭터가 약하고 적이 강하고 맹독과 소비아이템이 강해서 게임이 이상하다고 하는 것도 이해가 안 되고 그걸 들어주는 개발자도 좀 웃깁니다 특히 힐량 버프로 인해서 원래부터 퍼센트힐이던 스킬들의 상대 효율이 떨어진 건 코메디입니다 솔직히 이전 버전으로 되돌렸으면 좋겠습니다 개발자는 치밀하게 밸런스를 설계할 능력이 없습니다 맹독으로 너무 쉽게 클리어하는 게 싫으면 최대 데미지를 500정도는 주는 게 맞다고 봅니다 지금 상황이면 3계층 보스전, 4계층 보스전이 너무 어려워서 오히려 이전보다 게임이 즐겁지 않게 될 것입니다 일단 추천은 하겠습니다만 개발자가 해야 할 일은 게임 내 밸런스를 챙기는 게 아니라 편의성과 버그를 수정하는 것입니다
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Hours played at review time, across 116 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
職業が多いので、ゲーム開始時のキャラ作成画面の時の職業説明を、ゲーム内マニュアルや生徒募集時に見えるようにするべきである。 ランダム生成されたマップを100%まで埋めてガチャ報酬を稼ぐゲームなので、強制終了のバグだけは許容できない。 装備画面の揺れを見ても、プログラムはAI依存で作者に修正しきれるかは疑問である。 安定板が出るまでは継続プレイを控える予定。
If you enjoyed older JRPGs and dungeon crawlers, like Persona 1 or Shin megami tensei 1 and 2, this game is an excellent advancement on the genre. The art, music, feel and amount of things to do make this feel immersive and engaging. It is quickly on it's way to my game of the year.
テキストとか世界観がかなり好き!時間が溶ける
最新の技術+ウィザードリ=やさしい やさしい、けれど、飽きない工夫がいくつかあります。 1週間くらい潜りたい人にはお勧めです。
유저 한글 패치 덕분에 구매해서 플레이해 보았습니다. 엔딩까지 약 20시간 정도 걸렸는데, 6,550원이라는 가격을 생각하면 분량 대비 가성비는 충분히 괜찮다고 느꼈습니다 (멀티 엔딩 여부는 없는것 같네요). 모든 시설 해금까지 다 하려면 30시간 정도는 투자 해야 할 것 같아요. 진행을 수월하게 하려면 어느 정도 반복 작업이 필요해서, 이런 플레이 스타일에 거부감이 없으신 분들이 구매하시면 좋을 것 같습니다. 다만 UI는 직관성이 다소 떨어지고 불편함이 느껴져서 추가적인 개선 패치가 필요해 보입니다.
S.O.L School Of Labyrinth takes the familiar foundations of a traditional dungeon crawler and gives them a darker identity through its supernatural school setting. Developed by SUSHI Lab and published by SUISHIN, the game follows an amnesiac student trapped in a strange world beneath an old school building. The objective sounds straightforward: explore the labyrinth, locate other students, survive its inhabitants, and eventually discover a route back to ordinary life. In practice, the journey becomes a methodical cycle of exploration, preparation, combat, and gradual improvement that rewards players who enjoy carefully managing a party rather than rushing toward the next objective. The labyrinth itself is the centerpiece of the experience, stretching across 50 floors filled with monsters, useful resources, equipment, and increasingly dangerous encounters. Progress is rarely about charging forward without considering the consequences. Each expedition becomes a calculated gamble in which continuing deeper might produce valuable rewards but can also leave the party vulnerable. Returning to safety with collected resources is often more productive than risking everything for another floor. This constant decision between retreating and continuing gives exploration an appealing tension. Combat uses a classic turn-based command system built around a party of four students. Different character capabilities allow the group to be shaped around offensive power, survivability, recovery, and supporting abilities. The mechanics are easy enough to understand for anyone familiar with older Japanese RPGs, yet party preparation becomes increasingly significant as stronger enemies appear. Equipment and character development gradually expand the player's options, turning early vulnerability into a satisfying sense of growing competence. An especially fitting mechanic is the SAN system. The students are not merely losing health while confronting the horrors beneath the school; their psychological condition also becomes part of the expedition. This additional resource reinforces the unsettling atmosphere while forcing players to think beyond conventional HP management. A group that still appears physically capable of fighting may nevertheless be approaching the point where returning to safety is the better decision. Combined with supplies and other limitations, SAN makes longer expeditions feel progressively more dangerous. The Nameless Auditorium functions as more than a simple location for resting between dungeon runs. Resources recovered during exploration can contribute toward rebuilding facilities and improving the students' situation. Requests provide additional objectives, while restoration gives successful expeditions a lasting purpose beyond experience and equipment. Watching the base gradually become more functional creates a useful sense of progression and helps connect individual dungeon runs into a broader campaign. The pixel-art presentation complements the deliberately old-fashioned design. Rather than relying on elaborate 3D environments or cinematic spectacle, the game creates its personality through compact 2D visuals, unsettling locations, supernatural enemies, and the contrast between familiar school imagery and an impossible underground world. There is a distinctly retro character to the presentation that should appeal to players who enjoy smaller Japanese RPGs and dungeon crawlers. Those expecting elaborate animation or extensive cinematic storytelling, however, may find the production comparatively modest. Repetition is inevitably part of the formula. Exploring floors, fighting enemies, collecting resources, returning to the base, improving the party, and heading back underground forms the majority of the experience. Players who enjoy incremental progression can find this rhythm satisfying because nearly every successful expedition contributes something useful. Those who prefer constantly changing environments or story-heavy RPGs may find the loop more repetitive. The narrative establishes mystery and provides motivation, but mechanical progression remains the primary attraction. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Overall, S.O.L School Of Labyrinth is a focused dungeon RPG that understands the appeal of cautious exploration and gradual character growth. The combination of a four-student party, 50-floor labyrinth, turn-based battles, SAN management, equipment progression, requests, and base restoration creates a surprisingly substantial gameplay loop despite the game's modest presentation. Its strongest moments come from deciding whether the party can survive another push downward or whether it is wiser to escape with the rewards already collected. The experience will be most appealing to players who enjoy retro dungeon crawlers, resource management, party building, and slow but meaningful progression. Its repetition and restrained production prevent it from being universally appealing, but its supernatural school atmosphere gives familiar mechanics enough personality to stand apart. Rating: 7/10
おもろい
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