
Soul Dier is a story-driven turn-based tactical JRPG. Non-repetitive hand-crafted levels with vastly different themes. Challenging but fair gameplay with unique level mechanics. Simple progression system with 0 grinding. All animated cutscenes to explore a mysterious world with vivid characters.
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About
Embark on an adventure to retrieve lost memory and delve into the world's mysteries. Fight against the evil legion alongside your allies encountered on the journey!
The game is a duology (part 1 and part 2). Part 2 is still currently in development. This product ("Soul Dier - Part 1") only includes part 1 and does not include part 2.
Classic grid-based and turn-based tactical combat system.

Centered around ranged directional attacks, making positioning and the usage of cover/obstacles a main emphasis of the gameplay.

Fast-paced battles thanks to the queueing system that spreads out player and enemy turns, having mostly ranged skills, short enemy phases and animation acceleration options.

Over 30 hand-crafted levels and around 20 hours of playtime (part 1).
There are no filler or repeated levels, every level features a new map and also introduces new enemy types or unique level gimmicks or both!

Challenging gameplay but with necessary information concisely provided. You must actively engage with the carefully designed enemy skills and level mechanics to succeed.

Each player character is completely different with their own niche, strength and weakness, complementing one another.

Highly streamlined progression system with no grinding at all. Instead of getting small incremental stats improvements by accumulating EXPs, impactful and transformative progress rewards are automatically unlocked after finishing every level.

Customize your build with character upgrades, equipable charms and consumable items anytime before a battle without any reset cost to prepare the best for your next battle.
All consumable items only have limited usage within each individual battle and will not be permanently consumed. Quit item hoarding now!

Explore the mysterious world through animated cutscenes in every level along with charming characters and humorous dialogues.
Meet new allies, encounter the formidable evil legion, say farewell to your friends. An adventure from the abandoned modern cityscapes to a medieval island town is waiting for you!

An original soundtrack with over 40 total tracks (part 1) entirely composed by the two developers, ranging from relaxing jazzy themes to intense metal battle music.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese
Reviews
Soul dier is a fairly difficult tactical strategy game that has many unique ideas and gimmicks. The game is heavily based around customizing builds and playing around with different interactions and it is effective at this by not including an xp system so that one character is significantly stronger then the rest of the party. This also makes it so there is never a fall off with any of the other party members as there is not a single party member I would call useless as each one has a role that they fulfill. Overall the combat in this game feels really good and overcoming hard levels with handmade builds can feel very satisfying.
玩左21個鐘, 終於爆機. 寫返個分享, 希望幫到未買既你你你你 總結在前, 我畀8/10分 MADE IN HONG KONG 百零蚊 值得支持. 個人偏好戰旗. 呢個戰旗遊戲既元素, 滿足到我 角色設計 主角群+敵人群, 都係3頭定2頭身火柴人, 加唔同配飾. 見仁見智, 某程度上, 我覺得敵人靚仔靚女過主角群. 然後, 有D角色定位唔係太清楚. 例如, 槍手. 初期係DPS, 但中後期, 技能開始畀多左支援類既技能. 每回合都係要掙扎下, 打輔助定打傷害好 晴天娃娃主角, 去到爆機, 我都未摸索到佢既定位, 似係打雜用. 工程師, 未有被動之前, 個塔真係有D雞肋. 因為好多時都個塔都未到返佢 就被打爆左. 普攻係AOE, 但傷害又低. 召喚塔就有上述問題, 亦無乜輔助技能, 一言難盡, 同晴天娃娃差唔多. 好在, 去到中後期就見唔到佢. 遊戲難度低左 lol 有D角色定位就非常清楚, 亦都好用, 或者係唯1用途. 例如, 補師, 既技能設計幾有意思, 不過攻擊技能有D多餘, 因為, 補師好多時唔會有機會做攻擊手, 另外解狀態既飛鏢都係有D雞肋. 無乜出手既空間. 同埋能量係一個大問題, 留返下面講. 偵探, 既技能都唔錯, 不過唔知係唔係BUG, 叛徒技能難以估量會發生咩事. 有時全部敵人都打叛徒, 有時就忽略左個叛徒. 去到最後, 我放棄左, 因為實在唔值得搏, 老老實實, 一個燃燒彈車落去穩陣. 肥仔盾, 前期技能有D垃圾, 有左不屈, 同擲障礙物之後先比較好用 狂戰士, 技能組設計最實用既角色, 除左肥仔盾, 佢係唯一一個角色有得AOE位移敵人, 又有得同偵探打配合, 又有得AOE加攻. 可惜後期角 技能設計 戰旗遊戲嚟計, 技能唔算多, 但機制都齊. 可以既話, 我希望有多D位移/場景互動既技能. 例如撞牆暈. 全遊戲得一個中後期角色, 一招技可以撞牆暈, 有D離譜. 然後, 同一個敵人, 只可以暈一次, 唔知係唔係BUG, 因為描述無寫過. 同埋, 能量回復係一個大問題, 玩到爆機, 我都未摸索到一個有效回復能量既手段. 例如, 補師. 每一場我既補師都係0能量邊緣徘徊. 不過, 可能同關卡設計有關, 留返下面再講. 同埋可能係BUG或者介面既關係, 肥仔盾D技能有D難出, 因為你好難選擇到個敵人, 特別係得一格既上斬. 遊戲入面角色既被動設計都真係唔錯, 可以扭轉定位. 有D關卡都真係要揀下被動 先會輕鬆D 關卡設計 戰旗遊戲, 關卡設計好重要. 感覺到每一關製作者都有畀心機設計過. 基本上, 每一關都唔同, 係無任何拖時間 / 重覆既關卡設計, 值得一讚. 有D場景, 例如大炮, 太OP. 先搶先贏. 前期既關卡, 敵人係用數值壓制你, 後期既關卡, 敵人係用機制壓制你. 唔同策略. 不過, 值得抱怨. 中後期城鎮個大炮手個動畫實在太煩. 又可以打全場, 然後個技能動畫又長. 簡直係拖時間. 強烈建議一係CUT左個動畫, 一係加返個制可以快過個大炮手. 好在, 全遊戲得呢一隻敵人咁煩. 總體嚟計, 難度設計合理, 個人覺得最後王關簡單過前兩關雜魚關. 魚人/ 薩滿/守墓者既機制難度高過最後隻王. 另外, 值得一提, 雙王關既設計, 實在幾好. 難度十足, 有返打王既感覺. 不過, 劇情有D離譜. 打生打死打贏左之後, 劇情話我輸左, 咁我做乜要打生打死? 道具設計 遊戲有好多道具, 但打到爆機, 都係得幾個實用. 特別係道具, 有90%道具, 打到爆機都係用果堆道具. 例如, 復活裝置, 急救箱, 能量電芯. 無他, 其他道具一係太難用, 一係就用途不明. 例如個空降金盆. 初期道具之1, 唔係𣊬發, 要先用1個回合用個盆, 再等1個回合, 先會跌落嚟. 你初期角色又無暈技, 又無位移技, 其實都係用唔著多. 然後你一場最多帶4/5種道具. 呢個金盆, 99%時間係無出場空間. 用個汽油桶仲實際 徽章設計 同道具差唔多, 種類繁多, 但打到爆機, 我都係用得個幾個, 無他, 大部份徽章都係唔實用. 前面都講過, 能量回復係1個大問題. 同埋後期關卡都係用機制壓制你, 我既解法係暴力速通, 所謂恐懼來自於火力不足. 大部份徽章都提供唔到火力支援, 輔助既功能亦係偏雞肋. 例如, 孤獨加防. 遠離隊友可以加自己防, 或者隊友死亡, 可以即刻行動加能量 等等. 其實真係好難用, 又或者有其他更好既選擇. 當你每個角色都只可以裝1個徽章既時候, 呢D種類既徽章, 係我既暴力解題思路, 0出場價值. 如果想給機會, 建議角色/部份角色可以裝多過一個徽章. 不過, 可能又有新一輪平行性, 同關卡難度設計問題. ANYWAY, 留比製作人煩惱 劇情 雖然唔知幾多人會關注戰旗遊戲既劇情, 但都可以分享下. 初期劇情, 我覺得劇情實在有D夾硬嚟, 但當你接受到初期D夾硬劇情/同設定, 中後期個故仔就好睇D, 特別係城鎮加沼澤, 同士巴拿既劇情比較, 有明顯質素既分別. 懷疑兩個人寫lol
Note: i was involved in playtesting, but these are my own opinions. Further note: i only played through the prologue and chapter 1 with a whole ~14 levels left to beat, which is indicative of this game being well worth the price despite only being one half of a whole package, it's clear to see why it had to be split up - but also this review only covers those 10 hours. Review: though personally i am not exactly familiar with nor particularly a fan of tactics games, this one is really easy to get into while also offering a fair challenge. levels offer a lot of variety by introducing different stage-specific gimmicks, changing up objectives and sometimes totally going off the beaten path and doing something completely different. i found myself voluntarily switching up builds almost every level because of how much there is to strategize - skills, items, charms, etc. yet it never got overwhelming. as mentioned, levels can get pretty tough. you can't brute force them. given my lack of proficiency within the genre i can't speak for everyone but i definitely struggled at certain points. however, i would say the difficulty is balanced and satisfying. the story is more of a backdrop to the gameplay for me but it is very cutely written, i find the characters quite charming. performance wise the game runs really well and the very infrequent issues i did experience were patched out. tl;dr it's clear that a lot of love and effort went into this project so i'd highly recommend supporting it, especially if you like tactics games - but even if you don't it's streamlined in a way that doesn't dumb down its mechanics so even a dummy like me could play it and have fun. p.s: the OST is an absolute banger and well worth the listen. seriously
This is a hidden gem for turn based games. Does a great job building upgrades and getting more complex. Strong variety of missions. Challenging. Highly recommended.
[h3]Disclaimer:[/h3] While my opinions are my own, I was involved in the beta testing and proofreading of [i]Soul Dier[/i]. ──────────────────────────────────────────── [h2] COMBAT OVERVIEW [/h2] [i]Soul Dier[/i] is a turn-based tactical RPG that excels at keeping its stages fun, engaging, and challenging at times, without the exhaustion that often comes from complex unit builds, long enemy action chains, or overly wordy skill descriptions. New enemy types are blended with varied, creative stage gimmicks and layouts to regularly keep encounters interesting by forcing you to adapt, rather than trial-and-error and memorise. Stage, environmental, and unique enemy and boss mechanics reward smart positioning, navigating, and usage of cover, as well as strategic uses of your party's abilities – ignoring stage mechanics is often an easy way to lose or get overwhelmed, and that's a good thing. While some more variety in stage objectives would have been nice (most stages are a "defeat all enemies" scenario), you'll run into more than a few fun deviations, and the game's varying stage and enemy gimmicks still keep things plenty interesting the whole playthrough. Rather than just clashing with enemy troops head-on on an open plain, you battle on fully decorated stages featuring moving parts and interactive objects, tight spaces, and intricate obstacle placement – manipulating unique enemy behaviours and fighting against the stage layout and environmental quirks along the way! The game also feels very easy to pick up and play overall, which kept me eagerly tackling each stage after the next. Each party member feels very distinct in their role, each bringing something valuable to the team (DPS, heal/support, tank, all-rounder – all with various ways of dealing damage, such as engineer, infantry, sniper etc.), and it always felt like using all of them effectively was crucial, rather than being carried by a select few units. There are a number of ways to play off one another, or interact with party members using the skills you unlock, often requiring you to evaluate your current energy levels, positions, and threats. Finding ways out of sticky situations was fun - there's no "best" combo for every stage, but you always have a satisfying toolbox of tactical options at your disposal. [h2] PROGRESSION & UPGRADES [/h2] The skill upgrade system lets you tailor character skills to your playstyle in simple, but often meaningful ways. Whether that's switching from a melee to a ranged basic attack, debuff immunity to take more risks for the team, blindness afflictions to greatly hinder the enemy's turn, or even simple range upgrades to secure more targets, you can always look forward to new upgrades that'll come in clutch. The item and equipment system is refreshingly streamlined and helps the game stay focused on delivering its story and strategic gameplay. Rather than repeatedly grinding stages or hoarding valuable items, both new items and equipment are obtained solely through stage completion, and items have a set amount of uses that resets each stage which encourages using them as another part of your kit rather than something to save "just in case". [h2] STORY & CHARACTERS [/h2] [i]Soul Dier's[/i] story is simple and light-hearted, but extremely fun. Party members are endearing with distinct personalities that shine in each cutscene, the contrast between personalities like Coral's playful cheekiness, Philo's headstrong optimism, and Haze's cynicism, for instance, result in a number of fun interactions that keep you invested in the party's journey. Of course, there're also moments of mystery and intrigue, especially in Chapter 2 — concerning the pasts and motives of a few characters, and the world of [i]Soul Dier[/i] as a whole, that keep me eager for where things will go in Part 2. [h2] AUDIO & VISUAL [/h2] Visually, [i]Soul Dier's[/i] colourful art style complements its tone wonderfully in my opinion, while simple, nothing looks "bad", and the variety in decorated stage environments is always a treat. The character and enemy designs are all charming, and I love the consistency between them all while still retaining a strong sense of individual design. Effects such as grass blowing in the breeze, and shimmering, flowing water, also breathe life into the environment, and combined with how well-furnished with details each new map is, the world has a distinctly hand-crafted feel to it, like a play or fairytale. The soundtrack is fantastic, I'm not exaggerating when I say its one of my favourites even considering every game I've played, it's very reminiscent of classic JRPGs which I absolutely love. Whether it's ambient for exploration of a new area, an epic battle theme, or setting the mood for a new cutscene, every piece fits perfectly and feels lovingly crafted. Check out the [url=https://store.steampowered.com/news/app/2134980/view/512961451611128035] Battle Music Showcase [/url] news post if you're interested, there are plenty of standouts and I would love to pick up the OST if it comes out! ──────────────────────────────────────────── [h3]Verdict[/h3] Overall, [i]Soul Dier[/i] is absolutely worth playing for both RPG fans - tactical or not, and those wanting to get into the genre. It's a charming, fun, and thoughtfully designed game that does a great job of balancing tactical, turn-based gameplay with stage gimmicks that are fun to jump in and adapt to. The game is well-paced, around 20 hours in runtime, and I loved every second of it, if it looks interesting to you, definitely give it a try!
Only a few chapters/battles in so far, but already hooked/extremely interested in where this game is going next. The combat system feels reminiscent of older tactical JRPGS, like Arc the Lad. Positioning is important, enemies can have differing defense from each direction, characters have unique abilities powered by points that recover during turns where you don't use an ability (for example, when performing a regular attack, or even more points when you Wait). Items refresh after each battle (though you can only bring a limited number with you), so you don't have the issue of saving items because "Maybe I'll need this later". Some stages have interesting gimmicks; one stage that takes place in a sandy/rocky area has a wind direction mechanic that you can take advantage of, for instance. Especially enjoying the music, musical vibes highly reminiscent of earlier JRPGS; and that's one of the biggest compliments I can give. Hearty recommendation, especially for fans of retro tactical RPGS. If you're unsure, 100% recommend picking up the demo at a minimum and giving it a look to find out if it's to your taste. I can at least confirm that it is to mine.
Still playing the early stages, but the art style is so cute and I love all the music!!!
(評論時間: 完成了試玩版再多一點點的進度) 給玩家的評論參考: - 這遊戲我非常推薦給喜歡玩戰棋類的人,難度適中,不算很高也不算容易,花點小心思就可通關。 - 目前進度中5位角色的技能都有獨立定位,沒有重覆。另外可能因進度仍在半教學階段,關卡隱約有引導你去如何通關的感覺,但並非處處限制,感覺是良好的。 - 故事方面,進度暫時處於起始階段,不作評論。 - 遊戲性, 音樂, 介面等各方面都可表現出這是一款誠意之作,絕對配得上這價格。 給開發者的建議: - 強烈建議改善角色移動後的取消方法,現在取消需要到畫面右側按取消鍵,但因為角色經常需要於行動前去調整攻距及技能覆蓋位置,需要多次重新移動作測試,現在的按鍵方式非常麻煩,建議加設可用滑鼠右鍵簡單取消。 - 歌曲部份很有誠意。 但部份歌曲內容出現過度包和情況(太多track),聽起來變得很混亂; 另外也有不少情況是,段落高潮位過多,因為BGM重覆貫通著整個遊戲,過多高潮位使人很快聽到麻木。..... 一句話整合: Balancing 需要改善 (個人觀感)
操作只能用滑鼠不夠方便 期望能加鍵盤快速鍵 和 loading後不用按鍵繼續 gameplay 暫時打了12關 每關都會有新類型敵人/新地型 劇情 一般
最近試玩了《凋靈戰士 Soul Die》,真的有驚喜!畫面非常漂亮,角色和場景都很有質感,音樂也很搭,氣氛營造得很好。最有趣的是攻擊遞減的設計,讓我在每一步都要多想一下,戰術感十足。雖然目前只玩了部分內容,但整體感覺很不錯,已經開始期待後面的劇情和玩法了。如果你喜歡戰棋或回合制策略遊戲,這款真的值得一試! Just tried out Soul Die recently, and I was pleasantly surprised! The visuals are gorgeous—characters and environments are really well done. The music fits perfectly and adds a lot to the atmosphere. One thing I really liked was the diminishing attack mechanic—it makes every move feel more strategic. I’ve only played part of the game so far, but it’s already leaving a great impression. If you're into tactical turn-based games, this one’s definitely worth checking out!
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