
Fight for your freedom in a sprawling fantasy world caught between the living and the fallen. Hone your skills in a retro epic featuring puzzle platforming, metroidvania exploration and crunchy soulslike combat.
Modeled estimate, not a reported figure. How we estimate →
About


Gripping melee combat: Slash, parry and dodge your way through an ever-evolving roster of enemies, upgrading your skills and equipment to find a combat style that’s perfect for you.
An interconnected world: Discover a sprawling handcrafted landscape filled with treasures, tough-as-nails bosses and secret pathways.
16-bit sensation: Terragaya comes to life with vibrant world-class pixel art packed to the brim with details.
Smart moves: Solve environmental puzzles and leap from place to place using an ever-expanding moveset.Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Russian, Portuguese - Brazil
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
实过其名的类银佳作,一周目仅主线15~20h +地图巨大,同时传送点和捷径给得挺慷慨,探索体验很好; +操作手感丝滑,能力丰富,从头到尾都有新机制,boss战也都是有设计的; +-差评提得最多的难度这一块,我选的最低难度规避了战斗上的挑战,但跳跳乐确实很多且部分对我来说有点重量级,介意慎入——[spoiler]岩浆追击限时跳跳乐+多能力切换+碰一下就死回起点,还是主线必经之路,卡了半个多小时通关后只觉解脱[/spoiler]
I did not realize I played 10 hours non stop, this is a great game on controller and put together well. It def takes time and I do like the level up system.
Souldiers is a metroidvania with beautiful pixel art and a great soundtrack. And these are the only good things about the game. The rest of the game is pure, unfiltered radioactive waste. The game literally hurts more the longer you are exposed to it. I have been playing video games for years, and this is the first time I have questioned my life choices. I started having an existential crisis and seriously thought about quitting gaming altogether. This game isn't just bad. No, calling it bad would be a compliment to this donkey t*rd. This sh*t is a unique specimen. It should be shown all across the world to educate game developers on how not to make a game. First things first, let's start with this game's biggest issue: its length. The dungeons are unnecessarily long, and they are needlessly complicated. Trying to get from one end of the map to the other takes forever. The second dungeon, called the Great Pyramid, is filled with trapdoors and is built like a f*cking maze. It's easy to get lost, and trying to find the correct path quickly becomes frustrating. The first two dungeons are somewhat okay. At least I was having a little bit of fun. But after the second dungeon, the game basically says "f*ck you" and makes sure you suffer every minute you spend playing it. The third dungeon is worse than the second, the fourth is worse than the third, and it just keeps getting worse. I have never seen a game that gets progressively worse with every new area. A game should reward the player for investing hours into it, but Souldiers just wants to give you a new a**hole instead. With each new dungeon, it really feels like the developers were saying, "Oh, you're still playing our game? Well, get ready to suffer even more, sucker!" The enemies are annoying as hell. Especially in the later dungeons, they can teleport right next to you, perform attacks with massive hitboxes, and easily drain a quarter of your health with a single hit. The enemies get stronger, and they become even more annoying to deal with. Our protagonist, on the other hand, is nothing but a limp d*ck fa**ot who has to attack everything a million times just to kill it. You move slowly, the enemies are faster, your attacks deal less damage and have tiny hitboxes, while the enemies deal huge amounts of damage and have massive hitboxes. The whole game is stacked against you. The f*ck-brained monkeys who made this game tried to make it a Souls-like and apparently thought that killing the player as much as possible was good game design. You can equip trinkets that give you passive bonuses, but the boosts are so small that you might as well ignore them. There is a huge skill tree, but it is almost completely useless. I was expecting upgrades like more health, faster attack speed, or health regeneration. Instead, you get things like 10% extra protection against a certain element. Dear developers, take that 10% and shove it up your a**, because that's where it belongs. You also have tons of secondary weapons, but only two or three of them are actually useful. The rest just clutter your inventory. Don't even get me started on this game's bosses. Dear God. Having a BDSM party with Satan himself would be less painful and more enjoyable. Their attacks nearly cover the entire screen. You spend most of the fight dodging attacks that seem to last forever, and then you get a tiny two or three second window to hit them. You'd better be fast as f*ck, boi; otherwise, you can forget about dealing any meaningful damage. Let's not forget about the broken achievements. I didn't unlock most of them because they are bugged. And finally, the exploration isn't rewarding at all. It's a metroidvania, right? Exploration is supposed to be the most important part of the genre. The game should encourage and reward me for exploring and finding secrets. Instead, because every map is so huge, you use two or three abilities back to back just to reach a hidden area. And what's your reward? A chest containing a useless secondary weapon, some coins that become nearly worthless in the late game, or maybe a simple elixir. All of these rewards are f*cking worthless. The only things actually worth chasing are health upgrades and mana upgrades, but they are so rare that you almost forget the game even has them. I suffered a lot while playing this god-awful game. I even completed it 100%. I thought maybe the game would finally reward me. Maybe I would get an overpowered item that would turn the rest of the game into a cakewalk. Nope. You get nothing. Just a middle finger from the developers. I can't believe living, breathing human beings could create something so foul and disgusting. It seems these guys haven't released a game in a long time. Let's hope they keep it that way. Castlevania: Symphony of the Night came out in 1997 and still looks, feels, and plays miles better than your cr*p
Muito bom, riquíssimo em conteúdo, o preço justifica a construção maravilhosa desse game. Combate, exploração, mecânicas, itens, tem muita coisa mesmo! Mas diferente de alguns Metroidvanias que joguei, esse não é cansativo.
All that happened with this game around its release is such a shame. I consider it one of the best Metroidvanias. The pixel art is S-tier, the combat is varied, fun, and tight, the world is so fleshed out with many characters you can talk to. I get some of the feedback about dungeons being too long. It might have been better if they cut each dungeon by like 20% and made 1 or 2 more instead. With that said, the game is still a lot of fun and extremely underrated (at least the pc version). I haven't encountered any bugs during the ~30 hours of playtime as of this review. I understand the console versions are still a mess and likely to get corrupted save files and crashes, but I never experienced that with the pc version.
My biggest complaints with this game were the clunkiness of the movement, the spells being relatively useless in most all fights (mage), the inability to try all classes within one playthrough, the lack of a zoom feature for the mini map, and the inability to show all chest/bygul locations on the map once getting to endgame. If you can get past these issues then the games not too bad. Overall I'd give it a 7.5/10.
[h1] 고전RPG의 재해석 [/h1] 소울져스(Souldiers)의 경우 기본 게임 방식은 선형적 구조 + 플랫포밍 요소가 메인 베이스. 다양한 시스템이 섞인 하드코어 플랫포밍 메트로배니아 RPG게임 이다. 장점 - 수려한 도트 그래픽 및 사운드, 좋은 조작감과 액션 - 매트로베니아 구현. 다양한 맵 및 몬스터 기믹, [b] 특히 컨텐츠 분량 방대함 [/b] - 3개의 직업을 통한 다양화 - 레벨업을 통한 및 평타 및 스탯강화 + 특수스킬+아이템 스탯을 통한 RPG 구성 - 아이템 탐색, 사이드 퀘스트 등 수집요소. 단점 - 루즈한 초반 설계와 각 지역별 너무 긴 호흡, 세이브 지역 간 간격 너무 넓음, 일부 지나치게 복잡한 맵구성 - [b] 유저를 배려하지 않는 편의성 없는 구성, 피지컬에 의존하는 불필요한 퍼즐기믹 반복, 불친절한 안내. [/b] - 나사빠진 스테미너 스킬과 한정적인 서브웨폰 - 초반에 강화 등으로 재화 사용 빡빡함 - 몬스터 배치 : 공중몹, 원거리몹 많음 - 구르기에 딜레이가 있는데 반해 너무 과한 보스 패턴들 - 미한글화 직업 설명 : 직업밸런스는 대체로 잘된편. 평범하게 강한 전사, 편하고 재미있는 법사, 중간에 낀 아처. - 스카웃 : 평범한 검+방패 전사. 난이도 쉽고 쎔. 방패 패링을 통한 안정성. 공중몹 및 원거리 견제 살짝 어려움. 데미지 상, 사거리 하. - 아처 : 화살+활던지기(부메랑). 화살수 제한+수동 타겟팅. 초반 어려우나 중후반 탄창 증가, 관통, 더블샷 등 강화요소가 쌓일수록 쓸만해짐. 데미지 중, 사거리 상 - 캐스터 : 오토타겟팅으로 공중몹 잡기가 가장 쉬움. 텔레포트, 가드, 분신폭발 등 다양한 스킬/주문. 데미지 하(중), 사거리 중, 유틸 상 총평 : 전체적으로 편의성은 나사가 빠진 편이고 유저 친화적이진 않다. 매트로베니아 치고는 어렵고 힘들게 구성되어 있으나 독특한 게임성과 괜찮은 분량의 수작 게임
One the best metroidvanias that ive played so far the amount of stuff you can find, do is amazing the feeling of going to an stage just to find everything almost incomparable. Beat the game as a warrior first playthrough, did not played the two(archer, wizard) other classes yet but i feel that the style of gameplay will be alot different so the replayability here is vast! Bosses were good, challenging, maps/stages were insanely well designed. The only thing that makes me not give it an 10/10 is because some of the enemies tend to float/fly very far so as a warrior i felt obligated to keep jumping and attacking over and over that gets old after some time.
Un juego verdaderamente hermoso, es divertido, la musica muy hermosa, jefes desafiantes y un arte muy lindo que recuerda a los juegos de antes.
interesting story and really cool setting concept. great metroidvania with interesting level design. people who hating on it i think dont understand that metroidvanias include back tracking.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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