
Bound by the Soul Chain, fight through purgatory as chained rival warlords using chain magic, teamwork, and terrible decision-making. Trip enemies, accidentally drag your partner to their death, and survive brutal bosses armed with suspicious amounts of jiggle physics.
Modeled estimate, not a reported figure. How we estimate →
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What you get:
Physics-driven chain mechanics and chain-based combat
Souls-inspired combat and stamina management
Normal and Hard difficulties
Chain Magic, Various Weaponry and Stat Progression
Unique bosses and enemy encounters
Get chained up to 4 players in Havoc Mode
A single-player mode - with a ball & chain
Equal Opportunity Jiggle Physics
Launch enemies using chaotic physics-based combat
The Soul Chain is neither your friend nor your enemy. Sometimes it creates the most cinematic coordinated attacks imaginable. Other times, it tugs you and your teammate straight into chaos as you die together in frustration.
Coil and tie up enemies together, trip bosses, slingshot objects, clothesline groups of mobs... and more. Combat is deliberate, stamina matters, and panic rolling is a lifestyle I actively designed against. Remember - learning how to fight with the Soul Chain IS the entire game.
As you ascend the colossal Tower of Purgatory, every chapter ends in a battle with massive manifestations of sin, trauma, regret, or an idea I probably came up with far too late at night.
Some will crush you. Others will throw you off ledges. All of them hit HARD.
Do you want to hate your friends? Bring up to three and ascend the Tower and Purgatory as a group. You might think - “The more, the better!”, but it usually ends in more accidental chain yanking, more desperate revives, increasingly louder comms, and failing together as one.
Are you a masochist? There's a single-player mode too.
Instead of being chained to a friend, it’s now a massive glowing ball you'll drag, swing, fight, and fail with throughout your ascension from Purgatory.
Stats
Languages: English**languages with full audio support
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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.
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