
Soulash 2 is a sandbox RPG roguelike with a procedurally generated open world, simulated history, skill-based progression system, customizable abilities, material-based crafting, building, trading, and the possibility of total mayhem. Will you save your world or destroy it?
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.29/day in the week to Sep 7 → 0.71/day in the week after.
About
In a realm where gods have perished, a new era of strife has dawned. Seize power, forge legendary artifacts, conquer the world, and ascend to the divine throne in Soulash 2!
Immerse yourself in an innovative blend of sandbox, roleplaying, and traditional roguelike genres. Conquer an expansive fantasy world, embark on daring expeditions to challenge formidable beings, craft extraordinary artifacts, amass a fortune as a merchant or thief, feed the starving population as a farmer, or construct a monumental pyramid amidst the desert sands.
Each world in Soulash 2 is procedurally generated, complete with a simulated history. Generate unique settlements shaped by trade routes, character lifecycles, resource extraction, food consumption, occupations, wages, and the triumphs and tragedies of war - all before you etch your own legacy into their annals.
While conquest and destruction lie at the heart of the game, your fate remains unwritten. Soulash 2's skill-based progression system empowers you to unlock new abilities and actions through diverse activities, paving the way for unique possibilities. Embrace your inner explorer, artisan, architect, pyromancer, warrior, or forge your own path by combining different skills.
Soulash 2's innovative crafting system lets you create items with your chosen resources. Recipes feature slots of different types that can be fitted with unique magical ingredients, bestowing items with unparalleled properties that amplify character customization.
Elevate your dominion with an array of diverse structures: construct a humble hut nestled within a verdant forest, erect a majestic temple to garner adoration, command from a mighty castle atop rolling hills, raise an ice-encrusted tower amidst the frosty tundra, or unleash your sinister influence through a foreboding black pyramid in a sun-scorched desert. Bring families to your settlement to work in your fields and shops, gather resources, and craft products. Start your own family to pass your legacy to your descendants!
Select from three distinct modes to suit your playstyle:
High Fantasy Mode: You suffer penalties upon death but resurrect in the nearest friendly location. This mode is for those who prefer the world to revolve around them.
Dark Fantasy Mode: Experience true loss as death erases your character but leaves the world and your creations intact. You can continue to influence the world as a new character.
Hardcore Mode: Face the unforgiving roguelike experience with permadeath that annihilates your character and the world - no meta progression, no mercy.
Start your adventures in the procedural worlds of Soulash 2 now!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly, I want so badly to like this game. I come back to it over and over to only play a few minutes to an hour. The reason? It looks so GD bad. I can play around bugs, I can even deal with some mechanics jank and infrequent graphics issues. I pick up this game and can't get past the weird token things, I'm supposed to want to base build and have a family and lead armies and the item sprites look cooler than my character. I'd probably have days in this game if there was ANY work put into the sprites and art especially character side. This was something the community initially asked for too and I have had this game for years and seen so many questions about it in the discord and steam. It really feels like the dev doesn't just ignore his community, but makes sure to let them know he will never be adding "other peoples" ideas to HIS game while giving the community that really wants to like it the finger.
A mile wide but an inch deep. Early game doesn't change once you understand how the game plays so it turns into doing the same "grind" to get skills up to a level that they are useful. You could be a merchant smith etc, and make some money but all crafted items are sold for 35% of the listed item price that could be higher based on stats etc but you can make more money by just selling the raw parts to them unless its ingots?. Being a thief doesn't pay well at all unless I missed something over all your better of mining in the mountains for rare ore. Outside of that you go to a POI to kill stuff to get magical items to slap onto your armor and weapons to go to do harder POI's. I will point out that I did not touch any of the town/war management so maybe that's deeper then the rest of the game. CDDA (and it forks) and DF AM are free and have better non-repetitive early game. But they have been around much longer than this game.
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Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 30 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish**languages with full audio support
Hours played at review time, across 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bought this game because it looked like something I would enjoy. I like similar games. Unfortunately I was unaware of the marriage controversy. If I had known, I would never have spent my money. Not interested in supporting this developer.
The game is alright for what it is, but its development has been slow moving. I check back in on patch notes, every release (as infrequent as the major ones have been) to see if anything has been added that might peak my interest, but not just yet. However, the road map overall is promising. 0.10 just released and while I'm excited to see so much of the settlement and living world updates pushed, I feel like this should have came a year earlier, and something else should have been a part of this major update? I don't know, it's nitpicky, but I would have liked more from a "major" update. I'm sitting on a fence on whether to recommend this or not, so please don't consider the No to "Would you recommend" as a negative review. It's just not feature rich yet. If you truly understand EA games, and can be patient with a system that's not fully there just yet, this is a gem of an experience. It's got a rich settlement system, various mechanics, and a world that literally holds the changes you make. PS. Artur; some of your biggest fans are LGBTQ (myself included)- the person you accused of leading a review bomb, didn't orchestrate such. Maybe next time consider saying "You can mod it in if YOU want it, but I just don't feel comfortable doing it myself", instead everything else you said and did? The first reply I read after I send out my "Hey everyone, Soulash just had a major update, want to help me do a review video?" email to my team, shouldn't be, "No thanks. Did you hear what the dev said and did?"
A very interesting game. Fun to play around with. Needs a lot of English editing. Has some very sophisticated systems for an indie game of its kind, the sorts of things you can play around with for a long, long time over many different characters. I think it could use some reworking, but none of the following is fatal to the experience by any means, and all proposed changes are just my opinion as someone who has played the game to death and really enjoyed it: -The races could use some more variety as far as natural bonuses go. I've never found a good reason to play anything but a human or an elf; the special vision passive that a lot of races have is just bad in my opinion because sight distance for non-Intelligence-heavy characters is already so limited that it's just too inconvenient to play a dwarf or a troll even though they seem appealing. Other races like the cats and the mushrooms I just feel nothing about. -Aging comes about for non-elf, non-dwarf races a little fast if you do a lot of traveling. It's like 30% too fast for my taste, and noticeably constrains gameplay. -The marriage system could use some quality of life updates, like having NPCs not INSTANTLY marry eligible other NPCs. In current builds, unless you get lucky, you can easily have to resort to murder to "create" an eligible spouse for yourself, and you might have to do it many times as widows/widowers instantly remarry the same day their previous spouse died, creating a loop where you have to execute the bachelor population of an entire town just to be able to marry anyone. Seems reasonable to make NPC marriage more of a periodic dice roll so the player can get a foot in the door. Although I like a lot of aspects of the skill system, and I love the breadth and depth of all the different skills, I think skill points are a little too tight to make most characters feel like they've really reached their potential. You can only max out a few skills, and some of the biggest reasons to do some of the skills at all only appear at the final levels (certain really good crafts, alchemy's final skill, Thievery's "anything-can-crit" ability modifier, etc). If you make a character thinking "This will be a blacksmith who makes great gear" and you're trying to decide what to focus on, you'll probably conclude that you need at minimum to have Armorsmithing and Weaponsmithing. But pretty much all smelting comes from Adventuring. And some of the most useful metals come from Alchemy recipes. You really won't be able to make GREAT gear without access to stuff that comes from the Imbuing skill. And you won't be able to make great use of any weapons you make since you will be just a crafter, not a fighter. This is clearly intended design. You can make the best weapon and armor in the game, which you yourself can't use well, and stash it for a later character to use. That's very neat. Still, it feels like only having three maxed skills is just not enough for any playstyle. Many skill trees give you ability modifiers that unlock really cool synergies, like changing the elemental damage type of attack skills, adding status effects, etc., and it always sucks how few of those synergies the average character can make use of without becoming totally unable to reach crucial specialized milestones like the ability to craft skill books. It makes you choose between having fun now and having fun on subsequent characters, and I think it could be relaxed a bit. It would be fine to let characters cap four, five, or even six skill trees before even considering old age potential. It wouldn't change how cool it is to be able to leave skill tomes and endgame gear for subsequent generations of characters.
Now I understand why reviewers across Steam seem to want a third option other than 👍 or 👎. The developer seems to be really passionate about the game and puts in a lot of effort into making the game fun. I really hope this this game is something the dev really enjoys and is proud of. And it's pretty decent for the price. But overall after the initial novelties are enjoyed, the just isn't terribly exciting. To me at least... The art style is great, the living world thing is great, the crafting system is really fun, it's fun being able to build your own settlement (which is _optional_ by the way), the different races seem pretty thematic (and not just different paint colors), skills/leveling system is kind of nice, and above all else — the UI isn't bad. But after my 2nd or 3rd play-through (after learning how to not die) a lot of things felt overly grindy and repetitive. The choice of using pogs instead of character sprites is interesting, but not something that appeals to me personally. The game's never crashed on me which is great, but there's still a few bugs. All of the NPCs basically have the same conversation options. Even though I said UI isn't bad overall, when it comes to settlements it is bad. And I realize that this game isn't super popular [yet] so I can understand why there aren't any mod-mods or modloaders yet, but lacking reflection capabilities is going to make modding even more difficult. Game mods are important! After I had already played for no-refund-hours, and on a new play-through, I set up some scripts to grind levels for several easy-to-script skills and left it running in the background — which isn't the intended way to play. This let me bypass some of the grind. But after getting appropriate gear and learning how to use my abilities in combat, it didn't really feel like that was that much to do. Yes - I'm aware that this is an EA release! I love early access games and I've purchased/helped fund several. It's not a bad game. Had at least 2 hours of fun for $19.
[h1] Это реально крутая игра, но отзыв будет негативным [/h1] [h2] Да, детка, это РПГ-шедевр! [/h2] [h3] Глубина отыгрыша и возможности навыков [/h3] Банальный пример - некромантия. Вы реально можете стать некромантом. Не просто призывать зомби на 60 ходов, который дерётся за вас. [b]ВЫ МАТЬ ЕГО СТАНОВИТЕСЬ НЕКРОМАНТОМ[/b] Большими буквами и никак иначе! Стать личом, воскрешать своих напарников в виде нежити, скрафтить мегамясное чудище с ногами гоблина и руками эльфа, стать вампиром и построить целый некрополь с жителями в виде нежити. Создать свою династию вампиров и так далее. И это все относится к одному навыку некромантия. А в игре их 25. Дальше перечислю лишь малую часть возможностей некоторых из них: 1. Вы можете стать оборотнем из-за алхимии или создавать жителей для своего города в виде волшебных скелетов. 2. Развивая навык строительства, вы можете создавать мощнейших големов, которые будут вас защищать, собирая их как франкенштейна из разных элементов и деталей 3. Комбинации навыков могут сделать еще больше. Соединив магию холода и, например, булаву - можно наносить урон магический с помощью булавы. Или накладывать кровотечения от мечей с помощью копья [h3] Наполненность мира...[/h3] В игре вокруг вас появляются точки интереса (грубо говоря данжи) и их вариации огромное количество. И каждая из этих локаций, мобов, врагов, окружения имеет свой индивидуальный дизайн (как мобы, так и локации. И такое же количество ресурсов на карте, которые можно добывать и обрабатывать. Вы можете создавать разные сплавы, комбинации материалов и улучшений для более высоких характеристик или свойств и это прямо отдельный вид удовольствия. [h3] Дизайн и развитие рас - мое почтение[/h3] Наверное, одно из лучших воплощений даже в стиле поселений по расам - представлено именно в этом шедевре. Люди честно строят деревянные дома, мельницы, кузницы, охотничьи будки и домики стоят отдельно. Эльфы живут в своем лесном дереве. И там в прямом смысле все строения находятся в дереве. Гномы прям в горе живут и между разными точками интереса проложены туннели. У гоблинов даже стен капитальных в здании нет. Они им не нужны. В пустыне нет деревянных построек - они из кожи, ткани и песчаника. Зверолюди живут и строят дома на деревьях и вы прям поднимаетесь к ним туда. А еще уйдя из поселения и вернувшись в него через 5 лет вы можете заметить как гномы прокапали новый туннель до новой кузницы, люди построили новую ферму и провели туда дорогу, дерево у эльфов выросло и там появилась таверна на седьмом уровне дерева. [h3] Итог по положительным моментам [/h3] Игра безумно приятна в процессе её исследования, при изучении механик и в тот момент, когда вы развиваете наконец персонажа по навыкам. Вы будете реально кайфовать от данжей, от рас, от развития мира и встреч с новыми приключениями и получения кучи эмоций от нового. [h2] Ну что... Начнем хейт? [/h2] [h3] Визуал... [/h3] И первое, что бросается в глаза. Графика твоего персонажа... Сраный круг... И все вокруг круги... Первая часть игры показывает, что автор может сделать визуал крутой, а не сраный портрет в кружочке и малюсенький треугольник, который показывает направление взгляда. Ну можно же было оставить дизайн как в первой части. Сложно рисовать конечности и лицо? Сделай визуал как в Norland или RimWorld - тоже отличное решение могло бы быть. [h3] Проблема в балансе и процессах достижения результата. [/h3] Как думаете что нужно сделать, чтобы стать могущественным мечником? Наверное... бесконечно прокачивать мечи, возможно комбинируя с другими навыками ради комбо! И вы окажетесь... НЕПРАВЫ. Чтобы стать крутым мечником надо... Побыть чуть-чуть портным, кузнецом, исследователем, плотником, строителем, мечником, лучником, копейщиком, со щитом побегать, покрафтить мечи и броню... Проблема фундаментальная. В игре 25 навыков. Максимальный уровень навыка 50. Но до него надо сначала прокачать "потенциал" То есть я сейчас имею навык мечей на 5 уровне, мой потенциал на 20, максимальный 50. За деньги могу поднимать мой потенциал. Максимум потенциала у персонажа 450. Изначально все навыки имеют потенциал 10. Их 25. то есть 250 потенциала у вас уже раскинуто по всем навыкам. у вас остается 200 потенциала. Проблему видите? больше половина моего потенциала раскинуто по всем веткам. Может не надо их качать? Надо. Ваш персонаж имет 50 очков характеристик изначально (сило, ловкость и т.д.) прокачка до 10го уровня всех 25 веток вам дадут 150 характеристик. Вы станете в 4 раза сильнее. Если что - фулл комплект крутых крафтовых шмоток не дадут такого кол-во характеристик. Для силы вашего персонажа придется их качать. Вы рано или поздно встретите эту проблему, если хотите фармить данжи выше второго уровня. [h3] Экономика [/h3] Да, понимаю, что экономика настраивается непросто, а тут один человек. Но это стоит отметить. Прокачка навыка с 20 до 50 займет у вас примерно 30 000 голды +. Вам сотню-другую надо пройти данжи и поверьте... Вам не захочется столько "гриндить". И встаёт логичный вопрос - а откуда тогда брать деньги? Не хочу долго расписывать. Просто напишу что все способы упираются либо в то что ваш персонаж уже умер от старости, если вы не эльф или гном. Либо вы основали свой город. Да, вся экономика не через город - либо скучна и отвратительна, либо неэффективна А город имба - не контрится [h2] Общий итог таков...[/h2] Напишу гайд как стать кем угодно в игре: 1. Создаете эльфа с обязательной веткой Путешествия 2. Крафтите примерно 150 посохов чтобы ветку апнуть до 20го уровня 3. Ищите на карте ресурсы очень дорогие с помощью путешествия, добываете, чтобы получить 10К голды для основания город 4. Делаете город 5. Прокачиваете в нем же остальные ветки до 10го уровня, а нужные вам 5 фокусных до 50го 6. Наслаждайтесь результатом Этот гайд подойдет для любого вашего выбора и это будет самый эффективный гад И, кстати, большая часть этих проблем вы обнаружите в первые часов 20-30 игры. А исправления данной проблем проста как кхм кхм два пальца. Исправление системы с характеристиками - убрать изначальный потенциал со всех навыков и удешевить их апргрейд Нет? Нужно оставить концепт что каждый может на чуть чуть всего прокачать? Ну тогда подключаем математику Вы получаете 150 характеристик со всех навыков при прокачке их до 10го уровня Максимум можете прокачать 5 веток до фулла Убираем получение характеритик до 10го уровня, начинаем только с 11 уровня и с 11 до 50 уровня одна ветка ДОПОЛНИТЕЛЬНО в течение прокачки дает 30 очков характеристик. (150/5=30) Костыль? Да, костыль. Но максимально простой, эффективный и исправляет критический недочет в системе прокачки и баланса потенициала Исправление экономики Нет, не уменьшить приток дохода от города (хотя стоило бы, но над этим вроде как работает разраб) Добавление возможности получение денежной награды от поселения при зачистке данжа. Все просто. Фикса в зависимости от уровня сложности Дальше систему как угодно развивать можно было бы Решения на счет капы и прокачки до 50го уровня без потери системы тренеров? Просто замедлить прокачку выше уровня действующего потенциала То есть через тренера за деньги вы прокачиваетесь со скоростью Х Но если вы не влили потенциал - скорость прокачки пусть будет 0.25Х или меньше Решение? - Решение. Меньше тупиков и узких вариантов прокачки чисто через город свой. А пока что... Чтобы получить любой результат есть только одна эффективная дорога. Все остальное либо безумно неэффективно, либо не дает того результата, который вы сами хотите добиться (жизни персноажа не хватит или будет тупик)
stupid big rat ended 30 hour save
I put a good amount of research into this game before playing, it's a strange genre to find games for. I was on the fence because it seemed quite arbitrary, shallow and the presentation was a strange mix of extreme simplicity whilst trying to have a tangible art style, which I couldn't quite place if I could come to like or see past. I purchased the game to give it a try, as they say; "Proof is in the pudding", turns out my instincts were smack on the head. The game is just messy to read, I don't mean hard to read as I'm accustomed to alternative interface/graphical choices like vanilla Dwarf Fortress, Caves of Qud. This one just felt painful to try to read through, muddy and ugly, whilst not particularly having much of complex or intrigue going on "below" the graphics. Essentially after running around for some time, nothing of intrigue, interest or depth came up, art choice is muddy and uninspired and the game had a million choices, each with little depth past their façade. From my trial and looking into the product before had, I'd describe this product as; "A swimming pool filled with 1 inch of cold custard." It's definitely for someone, but coming off the back of prior mentioned games, don't expect much depth below that surface.
It could be a me problem but the game keeps crashing during map generation so while I would give it a reasonable rating this bug really ruins this game for me.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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