
Carve your path through hordes of enemies, defying the gods to seize the power of Morrigan, Goddess of Death, and retrieve the soul of your beloved! SoulQuest combines amazing gameplay with the unique Celtic mythology into one, action-packed mixture!
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About
When her husband was taken by the gods, Alys refused to accept their verdict. With sword in hand, she embarked on a quest to take his soul back, throwing down the gauntlet to the goddess of death, Morrigan. Neither the legions of godly servants nor the gods themselves will stop her wrath.
Welcome to Soul Quest, a hack-and-slash tale of one woman's undying love and boundless grief. Carve through endless hordes of enemies and rip out their very souls. Battle the fates using a deep freeform combat system. Fight the Celtic gods - will you win and complete Alys’ quest? 
Epic story of love conquering death, set in a fantasy world drawing on the rich legacy of Celtic myths and Arthurian legends.
Deep combat system combining a broad variety of attacks, magic abilities, and ultimates, designed to be easy to understand and with plenty of ways to master it as you challenge Morrigan, the goddess of death!
Non-stop action against hordes of foes, from fodder to cleave apart, to elite foes requiring quick thinking to defeat, and challenging bosses with plenty of aces up their sleeves.
Plenty of secrets to discover across the vast levels, using Alys' ability to use vertical surfaces for sliding and jumping off. Then turn these skills on the enemy to outmaneuver and outfox them!
Challenges await veteran players, putting your skills to the test with the highest difficulty levels leaving no room for error!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Latin America, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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 really want to love this game, but an hour in, I find myself having far more frustration than fun. I haven't even gotten to the first boss because the levels are so long with very infrequent checkpoints and absolutely zero progress saved between deaths. There's no way to heal between combat encounters that range between punishing and annoying. Every enemy, even the lowliest trash mob, requires several combos to defeat, leading everything to feel spongy. The game expects perfection, even on normal difficulty, to such a degree that it rapidly went from "fun but challenging" to "this is just frustrating." Perhaps I'm just not the target audience, that's very possible. The devs are obviously going for a Devil May Cry style combat system, but have missed the difficulty mark, badly. I've always been able to get through a Devil May Cry game on normal, even if I was only hitting C-A combos in most encounters. In this one, I can't even get to the first major boss without experiencing such extreme frustration that I've put down the game pending a few updates.
This game unfortunately lacked the polish tom justify the price tag, even on 20% off sale. The combat was VERY satisfying, with incredible tight controls, fun combos and fast paced fighting game feel. The rest of the level designs, translation, and ESPECIALLY the platform simply fell flat. All complete with misrepresented tool tips and wrong button icons. I would recommend this game (and would have kept instead of returned it) for $5USD or less
[h1] Uma carta de amor para todo fã de Devil May Cry[/h1] [b]SoulQuest[/b] é aquele tipo de jogo que entende exatamente onde quer brilhar e não hesita em colocar todos os seus esforços nisso. Seu combate é, sem dúvida, o grande destaque, entregando uma experiência estilosa, fluida e muito satisfatória, que consegue capturar a essência de grandes nomes do hack and slash, mesmo dentro das limitações de um sidescroller 2D. Por outro lado, o jogo tropeça em aspectos estruturais importantes. O level design inconsistente, os problemas nas seções de plataforma e o balanceamento questionável nas primeiras horas acabam criando uma barreira de entrada desnecessária, especialmente para jogadores menos experientes. Ainda assim, quando todas as engrenagens de seu combate profundo funcionam em conjunto, [b]SoulQuest[/b] mostra seu verdadeiro potencial e se torna viciante. No fim, [b]SoulQuest[/b] é uma homenagem competente e apaixonada de um fã ao seu gênero de jogos favorito, acertando em cheio no que mais importa para esse tipo de jogo: o combate. Para fãs de combates estilosos e sistemas profundos de combos, é uma experiência que, apesar de alguns tropeços, definitivamente vale muito a pena. Análise Completa >>> https://gamefm.com.br/soulquest-analise/
Combat is good, the pixel art is great but man the audio balancing is atrocious, it sounds like all the voice actors just recorded their lines on Audacity in their bedroom, clicked export and it was put in the game without any further editing
It's a nice little game, worth spending an afternoon or two to finish it. I won't talk about its issues because a lot of other reviews already go over them in detail, instead I'll focus on the good: the combat. Thankfully, there's a lot of it too. The first encounters can be beaten by just mashing buttons, but they quickly evolve and demand you to come up with proper strategies to beat them. Very often, the most viable strategy is to juggle the enemies in the air until their hp is low enough to kill them with a finisher. Without realising it, you end up using all of the tools that the game gives you in a really stylish manner. Plus, seeing that big "S rank" at the end of a level never gets old. Both for the story and the mechanics, I really hope there's a sequel.
Joguei o começo de SoulQuest e já deu pra perceber que o jogo é excelente, O combate é rápido, gostoso e cheio de impacto. Aquela sensação clássica de hack and slash retrô misturada com pixel art absurda ficou boa demais, Fiz uma gameplay do início do game no canal mostrando minhas primeiras impressões. 📺 https://youtu.be/NICHdY4Igso passar lá deixa um like e se gostar já inscreve, para mais vídeos assim ^^
I dare anyone with a pulse to air-juggle a crowd of enemies into a blistering spin attack and not crack a smile--this isn't just an exceptional 2D interpretation of a stylish, Devil May Cry-inspired action game, it's one of the best I've played in years. While the platforming and storytelling didn't move me quite as much as the combat, the sheer joy of stacking sword swings, magical skills and overpowered finisher moves into a single, uninterrupted combo is unparalleled. I came for the strikingly crisp pixel art and fluid animation but I stayed for the chance to send a boss into the stratosphere before crushing them back to earth; 11/10, would buy again
The trailer is misleading. It doesn't showcase fighting anything that completely overrides your attack and runs through you to hit you no matter what, or how the game spawns them just offset enough to where you often get slammed into even if your mid-dodge because the larger enemies stagger their charge attack. In fact just about every enemy has a massively long bar that must be whittled down for an extended period of time before any sort of air juggling becomes possible unlike what the trailer represents the gameplay as. The game also has a massive problem with air enemies firing projectiles that cant be avoided because attacking the projectiles with your sword still counts as you taking damage, and you seemingly cant dodge through them mid-air either. The mechanics of the character herself are great and its clearly designed to be a spectacle fighter, but the enemies are designed to be mechanical frustration machines on top of being HP sponges that kind of ruin the overall experience. Almost every battle in the game is actually a locked arena fight which the trailer also doesn't really showcase at all. Its less open world and more traverse the landscape for a bit until your re-locked in a small box with several enemies that spawn in waves again. If that wasn't bad enough the game is exceedingly sparse with its saves/checkpoints, in that I have been 3 areas deep into a level and gotten killed on the 9th arena of enemies I had to fight in a row, only to have to go all the way back to the start of the level and re-slog through 9 more arenas because the game didn't include a checkpoint or any healing when changing zones. Often I found myself frustrated taking even a single hit fighting a group of 12 monsters, because it meant i had now that much less life to get through the next 6 arenas with.
is the boring monotonous combat or is it the ♥♥♥♥♥♥ dialouge or is it the voice direction or lack thereof like the husband was obviously told to sound like a heroic badass like dante while the playable character who SHOULD be more charming than anyone else was told to just sound like a white woman. going back to my first point all the attacks get hiya hiyah while u only get cool one liners when she gets hit or knocked down wtf is this backwards logic it feels like a slap to have been played the demo and waited on this game for like years and then buy the game and it looks and plays the exact same in full release. if u wanna be inspired by dmc at least get inspired right with different enemy attacks AND a taunt button mashing is already annoying but mashing and just getting high pitched hiyah hiyah instead of "down and out" or something makes it miserable. refund. at least link made it better by putting in an ouuahh or doiyah in there. make the come on on hit not on knock down!
I wish I could give this a Mixed review instead of negative, as there is a great game in here. However it has a few key flaws which hold it back from me recommending it. As of writing this I've got up to the second boss. One of the main things is I think that the dodge needs a few more i-frames, and enemy hurt boxes should start a bit later in the animation. It very frequently feels like you get clipped by the wind up of an attack, or at the end of your dodge. Also, I feel like heavy enemies should be a *bit* easier to stagger. Given that you can be fighting a fair few on screen at once, combat can begin to get tedious as you have to constantly interrupt your combos and repeat the same attacks over and over to stagger heavy enemies. Maybe if the doing the fully charged attack broke their stamina? So when its one heavy enemy on their own, its easy to deal with, but at the start you have to avoid getting swamped by light enemies, or clear them out first and avoid the heavies.se The bosses were fine enough, the second boss in particular though it felt like I very often got clipped by attacks I should have dodged, and that the hurt box is coming out too early. Also the attacks really blend into the background of the stage so it makes it difficult to see whats actually going on. This has been a bit of a ramble but over all the issue is it just doesn't feel responsive or precise enough. I saw the dev take on feedback about environmental hazards so if there are any changes I'd happily change this review to positive. I really WANT to like this game.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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