
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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 Aug 27 → 1.43/day in the week after.
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.Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 3.1Kreviews | 69% | — | $1M |
| $19.99 | 573ratings | 74% | — | not modelled | |
Engagement
Reviews
Themes across 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's good, then you get to the desert then its okkk, then you get to the alien ship then you realize this is just bad and not fun anymore.
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]
[b]Recommendation[/b] As far as 2D action-adventure games are concerned, Souldiers is a [i]very[/i] high B-tier, carried by its gorgeous pixel art aesthetic, strong soundtrack, and frequently excellent level design. The visual design and music mostly speak for themselves (I mean, you can see just from this store page how nice the game looks), so I'll focus mostly on the level design here. Firstly, a caveat: if you're expecting a true Metroidvania here, you'll likely be at least a little bit disappointed, because Souldiers [i]for the most part isn't one.[/i] The world design is far more akin to a [i]Zelda[/i] game than Metroid, with overworld sections connecting a series of dungeons that are mostly one-and-done affairs that don't connect to each other. Interestinly, despite this otherwise annoying flaw (to me, anyway), Souldiers mostly gets away with it due to just how engaging those dungeons are. They're [i]huge[/i], with each being a spawling, multi-hour labyrinth full of shortcuts, traversal challenges, enemies, and treasures. Paradoxically, this means that, despite the game not being a true 'Vania, the dungeons are [i]so[/i] large and labyrinthine that they're almost certainly going to filter out anyone not a hardcore enthusiast of the genre and accustomed to frequent backtracking and checking their map -- a fact that one only has to read some of the negative reviews here on Steam to attest to. I was in my happy place exploring through the Great Pyramid. For others is was an egregious dealbreaker. YMMV. So what lets the overall package down, then? Well, it's mostly in three areas: combat, the controls, and itemisation. Combat is stiff, clunky (mostly due to the need to frequently switch elements with the control stick, which frequently selects the wrong one), and increasingly convoluted, with a dearth of secondary weapon and spell options that serve little beyond being readily forgotten and cluttering up the UI. The controls are equally stiff, which serves not only in making combat feel unsatisfying, but also in making the platforming feel frustrating at times. Finally, the itemisation is stuffed full on uninspiring redundancies and randomised drops, with most treasure chests offering little of excitement. They could have halved the number of obtainable secondary weapons and nothing of value would've been lost. All that being said, Souldiers was a fun time for me, but it's not likely to be one I ever return to. Don't get me wrong, it's a solid game, but I was still happy for it to be over by the time the credits rolled. If you yourself are curious to see if you'll like this, play up to the Great Pyramid, the second major dungeon. It's a good representation of what the other dungeons are like, and thus serves as a good litmus test for your potential future enjoyment. 7/10
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Every market we collect.
Reviews, worldwide (the counter carries no country): 208.75/day in the week to Jul 15 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, French, German, Spanish - Spain, Simplified Chinese, Russian, Portuguese - Brazil
| $19.99 |
| 61ratings |
| 78% |
| — |
| not modelled |
| $3.99−80% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 118 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
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.
The game is good, the person who designed the great pyramid map is Psycho
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
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.
Когда я только запустил игру, меня искренне порадовал пиксель арт и визуал, я подумал, что наконец нашёл хорошую метройдванию в фэнтэзи сэтинге (а, если учесть, что приобрёл я игру за 2$ +-, то это прямо радость на максималках), первые часов 5 это была прямо хорошая игра, но чем дальше, тем более явными становились недостатки итак по списку: 1)Невероятно большие и однообразные локации, основная проблема, заключается в том, что их становится очень "душно" и скучно исследовать примерно на половине открытой карты локации. 2)Однообразие поставленных задач - "Соберите 5 того-то, чтобы открыть то-то" и так практически везде. 3)Унылый набор приобретаемых возможностей, он прямо скажем не подстёгивает тебя более полноценно исследовать уже пройденные локации..... 4)Отдельно поджигает попу то, что можно долго и упорно пытаться добыть сундук.....заветный красный....а в нём лежит в 75% случаев абсолютно бесполезная ерунда....и это отбивает всякое желание что-либо искать...например секретки, ибо в них уныние. 5)Я не представляю зачем в игре такое количество второстепенного оружия, которое расходует "осколки", в большинстве случаев оно бесполезно....но самое забавное, что оно в инвентаре сразу всё....и, если тебе вдруг нужно что-то необходимое в конкретной ситуации приходится весело и с присвистом клацать по кнопке селектору.....ещё есть прокачка этого многообразия второстепенной амуниции, но сырья для этого больше, чем самих предметов на прокачку вроде....и кристаллы прокачки...просто так занимают сундуки..... 6)Золота много, особенно к концу игры, но...оно бесполезно.... 7)Выбор сфер отдельная песня.....Радиусный селектор работает так плохо, что даже наведя на нужную элементальную сферу стрелку, запросто выбирается рандом, а в динамике это прямо очень поджигает.... 8)Прыжки...это чаще всего визитная карточка метройдваний, тут они реализованы не вот прямо отвратительно, но иногда совсем не очевидно, что ты можешь куда-либо допрыгнуть, в плане второстепенного исследования это норм, но по сюжету двигаться мешает существенно....Ты много раз пытаешься прыгнуть и долететь до какого-либо уступа....но нет......бегаешь по локации ещё час....и потом случайно цепляешься....с восклицанием "А что, так можно было?!?!?!?!?" Ещё много есть чего написать, но это вот очень меня огорчило, проблема в том, что я все игры прохожу прямо на весь сюжет, а тут очень хотелось бросить...И явно начинали делать игру прямо хорошую, с вниманием к деталям, но после решили, что "И та-а-а-а-к сойдёт!!...", и релизнули, как есть....это плохо, но что поделать((((((
♥♥♥♥♥♥♥♥♥ this game is a mixed bag. It started well, had a fun time with the first two dungeons but this game just ♥♥♥♥♥♥♥ draaaaaaaaaaaaaaags on. The fire dungeon is absolute ♥♥♥♥♥♥♥♥ and I’m just tired of having to deal with this game’s HORRENDUS backtracking.
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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