
Face the Lords of the Void and their endless minions, collect their Soulstones and become a god! In this Action Roguelite, unveil secret spells, craft mighty weapons, unlock multiple characters, discover game-breaking synergies and conquer the power of the void.
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): 2.86/day in the week to Sep 4 → 4.57/day in the week after.
About
Soulstone Survivors is a fast-paced action roguelite where you obliterate hordes of enemies, battle colossal bosses, and forge your path to godlike power. As a Void Hunter, harness devastating skills, craft unique weapons, and unlock game-breaking synergies in your quest for power.
350+ Skills, Endless Builds – Customize your playstyle with hundreds of active and passive abilities.
Face the Titans – Overcome massive bosses that test your strategy and reflexes.
Deep Progression – Unlock characters, upgrade a vast skill tree, and shape your perfect build.
Craft & Conquer – Forge over 100 unique weapons to push your power even further.
Ever-Changing Challenges – Take on curses, explore diverse maps, and master multiple game modes.
Become a Void Hunter – Learn about the order of the Void Hunters and face the Void King himself.
Join over a million players in the ultimate roguelite experience and carve your legend in the void!
We are a tiny team that chose to stay independent and continue developing the game we love, and would like to thank each and every one of you that has helped us along the way! Soulstone Survivors would not be the same without your feedback!
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−30% | 26.8Kreviews | 91% | — | $9.8M |
| $14.99 | 2Kratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 957 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is one of the few games that I've completed 100% of all achievements. I love all of the typical fantasy character themes. I love the combat and the boss fights. My only critique is when you get deeper into a run the greatest limiting factor is the game engine itself and how well it handles generating the graphics. I've had to cut a few runs short because the game starts lagging pretty badly.
Very boring. A running around simulator where the abilities didn't have much weight to them, picking up soulstones didn't feel rewarding.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Jul 23 → 4.43/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, French, German, Spanish - Spain, Korean, Polish, Traditional Chinese, Italian +1 more
| $9.75−35% |
| 56ratings |
| 88% |
| — |
| not modelled |
| $14.99 | — | 89% | — | 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 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Didn't enjoy like I did Vampire Survivor
While it's a good game for this kinda genre, I can't recommend it. First of all, there are no infinite build-possibilities simply due to the fact that 90% of all builds can't get past certain difficulties. If you want to push far, you need to use meta builds or grind your weapon levels into oblivion. Second of all summon builds are almost impossible to realize due to the game crashing at some point even with ability graphics disabled, same happens with too much multicast & combined casts. Third, the char specific abilities are almost all useless because they want you to stand around or run around in very small circles or otherwise require precision and that's just not possible. Lastly, there's not enough variety in regards to monsters, bosses and skills while passives are massively polluted with bad stuff and only 10 banishes without a way to gain more. Some of it seems nitpicky, but I feel like it's valid criticism for what the game promised. If they at least would find a fix for the crashing and work on the char specific abilities and allow for more meta-progression, I'd completely recommend it.
Execution is good. Skills and passives are good. BUT, it's not a skill game, it's a patience game. As you progress into lower leves (where it's just the same gray small circle map over and over) the amount of xp/level-ups you get doesn't scale well with the amount of HP the enemies get. So it becomes bullet-sponge hell. I go glass-cannon every run and I've only died once so far. So skill is not an issue. It just takes FOREVER to kill the bosses once the level-up/hp scaling gets off balance. For this reason I just cannot recommend this game as of right now. And the fact that if you delve doewn it's just the same map over and over. There are more fun games in this genre.
Part 1: So what is this game, really? Imagine you’re a wizard. Or a warrior. Or some kind of spinning, fireball-launching, lightning-spewing menace to society. Now imagine being dropped into a very angry arena where everything wants you dead — skeletons, beasts, elites, bosses, probably the local wildlife too. Your response? Not to run. Not to hide. No — you proceed to delete entire ecosystems with increasingly absurd combinations of skills. Meteors rain from the sky. Lightning chains across the screen. Poison spreads. Things explode for reasons that no longer need explanation. Numbers go up. Enemies go down. The screen becomes a fireworks display of destruction and questionable life choices. And just when you think you’ve had enough… the game gently whispers: "But what if the next run is even better?" Part 2: The actual review As someone who genuinely enjoys the “survivors” genre, Soulstone Survivors absolutely nails the core loop. I ended up spending 62 hours with it, which probably says more than anything else — it has that dangerously compelling “just one more run” factor that’s hard to shake. The gameplay itself is smooth and satisfying. Builds come together quickly, and watching your character evolve from “slightly concerned adventurer” to “walking natural disaster” never really gets old. One of the standout features is the depth of its progression systems. The talent trees are surprisingly extensive, offering a lot of room to experiment and specialize. Unlocking new characters, skills, and upgrades gives a strong sense of long-term progression, and there’s a lot of content to work through. It doesn’t feel like you’re done after a few sessions — there’s always something else to unlock or improve. That said, like many games in the genre, it can get a bit repetitive over time. You are essentially doing variations of the same runs, and while the build variety helps, the core structure doesn’t change drastically. Whether that’s a downside really depends on how much you enjoy the genre to begin with. Final Thoughts Soulstone Survivors is one of the stronger entries in the survivors-like genre. It combines addictive gameplay, deep progression systems, and a huge amount of content into a package that’s very easy to sink hours into. If you already like these kinds of games, this is an easy recommendation. If you don’t… this probably won’t convert you — but it might still tempt you into just one more run.
Интереснее и лучше чем перехайпленный мегабонк, механник больше, вариаций больше, не надо следить за метой
i don't actually know why i played it for 50 hours when i got bored after 20
I find myself continuously coming back to it. It's, exactly what you'd expect but it has a ridiculous amount of things to work towards (unlocking/upgrading weapons, talent trees, multi tiered levels, dozens of characters to unlock, 400+ sum achievements, yeah there's a lot to do!) Optimized as far as my system goes, haven't had any issues. I really love the ability to reduce spell transparency as the game escalates. Always found I'd lose myself in the chaos, this definitely helps address that. It most certainly hits the, 'just one more match' vibe. If you enjoy these type of rogue-like, bullet hell, survivor type games, this is an absolute must pick up!
局外成长慢的要死,我认为10把之内不能把该解锁的解锁了去肝真正需要的东西的话,很难继续玩下去。
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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