
Immerse yourself in Soulkin, a tactical, monster-collecting Roguelite. Play as Nadia, a heroine summoned to save the world of Ankiril. Collect unique Soulkin, engage in strategic, turn-based battles on a hex grid, and defeat powerful foes to unlock new content and stop the corruption on Ankiril.
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About
Soulkin is a tactical, Roguelite game that blends strategic monster-collecting with turn-based combat. As the summoned heroine, Nadia, you’ll harness the power of Souls to bond with magical creatures and lead them against the encroaching corruption threatening Ankiril.
This mystical world, anchored around a colossal tree, teems with magical creatures known as Soulkin, each infused with the power of elements. Will you rise to the challenge and become the savior of Ankiril?

Engage in turn-based battles that require tactical positioning and clever use of your Soulkin’ abilities. Adapt your tactics to overcome formidable foes and environmental challenges on a hexagonal grid.

Select from multiple Soulkin squads and Nadia variants, each boasting distinct elemental strengths and playstyles. As you complete objectives, you’ll unlock new squads, additional power-ups, and stronger abilities. Strategically choose and enhance your squad to confront Ankiril’s ever-growing threats.

Navigate through challenging encounters and unlock new events, bonuses, and increased stats. Your journey will be difficult, but the rewards are plentiful for those who persevere.

Each chapter offers a fresh and unique gameplay experience with dynamic maps, battles, and events. This ensures varied and exciting playthroughs every time, keeping the gameplay engaging and unpredictable.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, German, French, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
I truly cannot understand why there is only one negative review out of 21 reviews. Mine won't count toward the overall reviews because I saved a few dollars and bought it on Gee Two Eh (which turned out to be one of the few positives about this whole situation). I get it. You made a very simplistic roguelite, therefore, you want the upgrades to feel significant because there really aren't that many. The problem with that is that by designing the game that way, you make the early game grind ridiculous and boring. I had four runs in the four hours I played. I made it to the first boss three out of the four runs. The first time I got to the first boss, I died and was unable to upgrade ANYTHING for the next run. This is an insane design flaw. The entire premise behind roguelites is that you are at least a LITTLE bit more powerful or have some sort of upgrade for each subsequent run. After I made it to the first boss, died, and then went back to the main menu to find out I couldn't upgrade a single thing, I was completely deflated and flabbergasted. Still, I pressed on, thinking it might get better. It didn't. So I start run two with the exact same loadout as the first, make it to the first boss again, and get absolutely destroyed again. But this time, I'm able to unlock a new character (or rather, a different 'class' for the same main character)! And the new variant of the main character is actually worse than the starting version... I didn't even make it to the first boss with this new variant. Played one more run with the default loadout, made it to the first boss again, got destroyed again. That's it for me. I'm done. This game is one of the most unbalanced, poorly-designed, just flat out not fun roguelites I've ever played. The music is pretty good. That's really the only positive I can give it. Also, calling this game a 'creature collector' is incredibly misleading. You do not COLLECT creatures in the traditional sense. You essentially can unlock new loadouts of creatures to use in your runs. You're not 'collecting' anything.
[h1]Soulkin - Early Access Review[/h1] [b]Genre:[/b] Tactical Turn-Based [b]Playtime:[/b] ~7 hours [b]Version Played:[/b] Early Access Build 108-0.9.2 to 109-0.9.3 I had the opportunity to play [i]"Soulkin"[/i], a tactical turn-based game developed by an indie team on their first release. Despite being their first title, they have crafted a unique and enjoyable experience that shows a lot of promise. [h2]Main Features:[/h2] In [i]"Soulkin"[/i] players explore maps and engage in tactical battles where defeated Soulkin (both ally and enemy) leave behind "Souls" that can be captured using a resource called "Energy." This system allows you to expand your squad of monsters or bring back your own defeated allies. The gameplay mostly features small maps with obstacles, where Souls can serve as temporary barriers, allowing strategic plays such as sacrificing monsters to block enemies. Effective management of Energy and monsters is crucial during a playthrough, as overuse can quickly deplete your resources and options. As a roguelike game, [i]"Soulkin"[/i] features a diverse range of unlockables through its "Collection" system. Progress in this system depends on building affinity with monsters, either by capturing normal monsters or by defeating elite and boss monsters. [h2]Gameplay Experience:[/h2] During my initial playthrough, I encountered one of the three regional bosses, Kurgalan, but found it too challenging to defeat at that stage. After several attempts, I managed to defeat one and then two bosses in a single playthrough before being overwhelmed by Kurgalan again. Successfully defeating a boss for the first time unlocked the second map, which was a welcome change. However, the grind for the collection system and my struggle to beat all three bosses led me to return to the first map. The game remained engaging, with new and more complex Soulkin appearing after defeating any of the regional bosses, keeping the map fresh. [h2]Pros:[/h2] [list] [*][b]Diversity in Gameplay[/b]: The range of monsters and the strategic depth of capturing and managing them are highlights. The variety ensures that each playthrough feels unique and engaging. [*][b]Balance[/b]: The game supports multiple playstyles. I alternated between high-cost Soulkin and swarms of cheaper ones, with both strategies proving viable. Balancing your squad and managing "Soul Points" effectively is key to success. [/list] [h2]Cons:[/h2] [list] [*][b]Bugs and Technical Issues[/b]: Significant bugs were encountered, including occasional soft locks where the game would freeze during the enemy's turn. Some rare syntax errors, such as Carawurm’s ability displaying incorrect values, also occurred. [*][b]Boss Battles[/b]: Kurgalan, the "Tentacle Boss," feels overtuned. The unexplained damage taken at the end of turns which I haven't found in its abilities and the overpowered "Mind Control" ability make this encounter particularly frustrating. Adjusting its range from 2 to 1 could alleviate some of this frustration. [/list] [h2]Quality of Life Improvements:[/h2] [list] [*][b]Collection System[/b]: The collection system is central to "Soulkin" but it wasn't well emphasized. It took several playthroughs to fully grasp its importance, especially since it drives your progress in the game. Currently, the system feels quite grindy; some basic monsters remained at 0 affinity simply because I hadn’t captured them. Allowing progression through defeating monsters or offering some form of reward for capturing the last enemy standing would be beneficial, as you currently can’t capture it or receive any benefit from it. [*][b]In-Game Collection View[/b]: Given the focus on collecting Soulkin, being able to view your collection in-game, even during combat, would reduce frustration and reliance on memory. [*][b]Favorite Tag[/b]: Introducing a feature to tag favorite Soulkin would help players focus on capturing and grinding specific monsters’ affinities. A heart icon or similar indicator in-game would simplify targeting. [*][b]Save Feature[/b]: A save feature is crucial due to the game's length, which can extend to around 40 minutes per playthrough. This would help mitigate the frustration of losing progress due to soft locks. [*][b]Action Buffering[/b]: While movement buffering exists, the inability to buffer attacks is a drawback. Waiting for everything to stop moving before selecting a Soulkin to attack can be quite frustrating. [*][b]Game Speed[/b]: The 30 to 40-minute playthrough length feels lengthy, particularly given the time spent on low-threat enemies. Streamlining the game to improve pacing would be beneficial. Allowing faster movement on the map for example, perhaps with a double-click option, would improve the experience a lots. [/list] [h2]Additional Observations:[/h2] After revisiting the game a week later, I found the art style, effects, and sound design to be quite impressive. However, the game still felt somewhat slow-paced. [h2]Recommendation:[/h2] Despite encountering some rare bugs and areas that need improvement, [i]"Soulkin"[/i] is a game I would recommend to fans of tactical games. I would certainly play it more if the bugs were fixed and a few quality of life improvements were implemented. Overall, [i]"Soulkin"[/i] is an enjoyable game with great potential, and I look forward to seeing how it evolves with future updates. [h2]Gameplay Footage:[/h2] You can check out my gameplay on my YouTube channel: [url=https://youtube.com/playlist?list=PL5xk6Sfk4z70hiCdQ8i_0mqhEP7NeECbe&si=4ImpFRjF7FJqV9Mg]Soulkin Gameplay Playlist[/url]
Its a fun combo of a turn based tactics and pocket monster game. I'm excited to see what the developer does with it through early access!
Soulkin transcends the boundaries of a simple puzzle game. It weaves together strategic turn-based combat, monster collecting, and an ever-evolving world into a captivating experience for both puzzle and RPG enthusiasts. The story of Soulkin unfolds in Ankiril, a land besieged by a mysterious force. You take on the role of Nadia, a heroine summoned to combat this threat. But Soulkin isn't your typical hero's journey. Here, your primary weapon isn't brute force, but your strategic mind and the power of Soulkin – a unique group of capturable creatures with potent abilities. The core gameplay loop revolves around two distinct phases: exploration and combat. Ankiril is a procedurally generated world, meaning each playthrough offers a fresh landscape to navigate. As Nadia, you navigate this world, encountering various challenges and uncovering secrets. The exploration phase offers a puzzle-like experience. You’ll encounter environmental puzzles that require manipulating tiles, activating switches, and utilizing the special abilities of your captured Soulkin to progress. This phase isn't just about navigating; it's about resource gathering. You'll collect items to enhance Nadia's abilities, unlock new Soulkin, and craft powerful artifacts. When you encounter enemies, the game transitions into a turn-based strategic battle system. Here, the focus shifts to utilizing your team of Soulkin effectively. Battles take place on a hexagonal grid, demanding careful positioning and tactical decision-making. Each Soulkin has unique elemental affinities, special attacks, and movement capabilities. Mastering these elements and strategically deploying your Soulkin is key to victory. Soulkin are more than just monsters you capture; they are your companions in arms. Here's what makes them special. Soulkins come in a wide array of forms, each with unique abilities and elemental affinities. Some excel in close-quarters combat, while others offer ranged attacks or support buffs. Collection and Customization: As you progress, you'll encounter new Soulkins to capture and add to your squad. You can strategically build a team that complements each other's strengths and caters to your playstyle. The real magic lies in combining the abilities of your Soulkins. You can chain attacks, exploit elemental weaknesses, and utilize strategic positioning to overwhelm your foes. Ankiril is a dynamic world that evolves with each playthrough. Each playthrough offers a unique world layout, enemy encounters, and exploration challenges, ensuring constant surprise and replayability. As you defeat enemies and complete challenges, you'll unlock new Soulkins, powerful artifacts, and permanent upgrades for Nadia. This continuous progression makes you eager to delve deeper. Ankiril holds secrets waiting to be discovered. You may find hidden pathways leading to powerful artifacts or challenging puzzles that test your mettle. Soulkin offers an experience for a broad audience: Puzzle Enthusiasts: The exploration phase provides a satisfying puzzle experience, demanding logic and spatial reasoning to overcome environmental challenges. Turn-based Strategy Fans: The combat system offers a deep tactical experience, requiring strategic positioning, team building, and mastery of Soulkin abilities to dominate enemies. Monster Collectors: The diverse roster of Soulkin with unique skills and the thrill of capturing new creatures will appeal to fans of monster collecting games. In conclusion: Soulkin is more than just a game; it's a strategic adventure that invites you to explore, collect, and conquer. Whether you're a puzzle aficionado, a turn-based strategist, or simply a fan of captivating worlds, Soulkin offers a unique blend of mechanics that will keep you coming back for more. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
Underrated :( Gameplay : https://youtu.be/ucOabt-dXAE
I recently got gifted a key for "Soulkin," a strategic monster-collecting game where you collect unique Soulkin (creatures), engage in strategic turn-based battles on a hex grid, and defeat powerful foes to unlock new Soulkin and progress in the game 🎮🐾. I played the game for about an hour, and it took me some time to understand how to defeat the enemies and develop effective tactics. The art style is fantastic, and I really enjoyed the fighting mechanics on the hex grid. However, as of right now, I can't fully recommend this game (yet). The main issue is that when your character dies, you have to start all the way from scratch. This mechanic is really demotivating, especially after you’ve put in the effort to get better at the game. Every time I felt like I was making progress, a single death meant losing everything, which can be really frustrating😓 The game is still in Early Access, so I’m hopeful that this issue will be addressed over time. I do think "Soulkin" has a lot of potential, and I can’t wait to see how it evolves in the future. If this feature gets updated and changed I would love to play this game some more and would definitely recommend it, but as for now... I would wait
Its got a little learning curve to it but once it gets going its really fun and theres a ton of content from the get go.
Gioco complesso, richiede strategie non banali e ci si mette alla prova con un'IA molto sviluppata. Da provare
Pokemon meets Disgaea, in chiave roguelike! Ho visto questo gioco al Lucca Comica and Games quest'anno e ho voluto provarlo attratto dalla grafica e i vari mostri collezionabili (ho un debole per i monster hunter in generale). Appunto, se dovessi riassumerlo direi che è un "Pokémon" (nella misura che si collezionano e utilizzano mostri per combattere) con il combattimento a celle strategico di "Disgaea", inserito nel formato roguelike (quindi dentro "Slay the Spire", per restare con le mie reference personali). Pro: -Battaglie strategiche ben realizzate -Roster di creature variegato (e bello!) -Storia intrigante -Stile artistico affascinante (motivo iniziale che mi aveva attirato) Contro: -Difficoltà a volte frustrante (alcune meccaniche non mi sono chiarissime, in particolare il movimento e l'interazione con alberi/pietre/oggetti ambientali, mentre, altre sono molto intuitive) -Alcune animazioni sono basilari e necessitano di maggior fluidità (però mi sembra di capire che il gioco è ancora in early access, pero cui c'è spazio per migliorare!)
Крайне упрощенная версия, в некотором смысле плагиат "Dicefolk"; где нет кубиков, но есть крайне утомительный и медленный геймплей. Здесь нет прогрессии, нет каких-то тактических нюансов, нет перков для использования (они в наличии только у петов). Скучно...
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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