
Abstract ruins. Hostile shapes. No escape but forward... Death isn’t the end as you know it. Here, it’s how you grow! Each defeat teaches you more as you rise again to defeat foes with stolen blades and bows. Pushing through a broken world warped by cruelty and shadows. Welcome. This is Void Sols.
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About
A sprawling, labyrinth stretches out ahead, steeped in shadow. Foes lurk behind every corner, but only through combat and perseverance can you endure. Death is but a lesson, you have no choice but to try again. And again. And again.
Explore a hand-crafted world and master how to take down formidable bosses in the minimalist souls-like you've been looking for! On your quest to liberate an enslaved world, you will face off against sword-wielding grunts, arrow-flinging fiends, and brutal bosses that will test your strength and skill.
Gain Sols by defeating enemies and exploring a world filled with challenges. Bonfires offer some relief in this unforgiving world, and allow you to tailor and refine your build using your gathered Sols. Equip new weapons, alter your stats, and adapt to the challenges ahead. Just be sure to reclaim your Sols whenever you’re bested by a foe…
Venture into this abstract fantasy and discover secrets of the world. Explore different biomes and illuminate every corner to find rare items, secret paths, and the truth behind a world plunged into darkness.
In Void Sols, every fight is a lesson, and you must master your weapons, skills and movement to take down challenging foes. Turn the tides in your favour by studying your enemies, exploiting their weaknesses, and using their own traps against them. Gain allies, watch for attack patterns, and perfect your timing in combat as you navigate this harsh land.
Void Sols is the perfect distillation of the souls-like genre. With a range of difficulty sliders, you can either ease your way into its unforgiving world as a newcomer or test your mettle against relentless challenges that will push even souls-like veterans to their limits.
WARNING
This game contains certain light patterns and flashing lights that could trigger or cause discomfort for people with photosensitive epilepsy or other photosensitive conditions.
If you experience dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions while playing, please immediately discontinue playing Void Sols and consult your doctor.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese
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
Void Sols is quite the experience! The combat system is responsive and fluid. Audio and visual feedback of connecting hits, parries, and killing blows, are crunchy and spectacular. The game lets you play creatively - you can change your loadout and respec your base stats at any checkpoint. I'm not much of a fan of the silent storytelling style but the way the plot is presented is whimsically entertaining. I was even surprised at times at how some level of emotional depth is seen on these 2D geometric shapes. As a soulslike game, the game does not pull its punches. The default difficulty can feel frustrating. I've had runs where I've permanently lost tons of exp and which left me crashing out internally, but it's an infamous part of the learning process. The difficulty is adjustable however, so it's still accessible to newcomers.
(Follow [url=https://store.steampowered.com/curator/42150626-Jarl's-Game-Treasury/]my curator[/url] for more reviews like this) This is another indie game that joins my list of excellent lesser-known soulslikes, alongside [url=https://steamcommunity.com/id/jarlfrank/recommended/1661600?snr=1_5_9__402]Dead Ink[/url] and [url=https://steamcommunity.com/id/jarlfrank/recommended/1814870?snr=1_5_9__402]Fire in the Beastlands[/url]. Just like those games, it excels at what I like most about this genre: level design. Void Sols is a top-down soulslike with somewhat abstract visuals, where you play as a triangle fighting various other shape people. While all characters are represented as shapes, the landscapes are a little more detailed, with proper textures to create appropriate atmosphere. Despite the abstract enemies, the different environments managed to immerse me in the game's world, and the atmospheric soundtrack does its part to contribute to that immersion. Combat is classic soulslike fare, primarily inspired by Dark Souls 1. Fights are more about stamina management than quick reflexes, although you do have to properly time your dodges and parries. The game offers a decent selection of different weapons and secondary items to use, but I stuck with the starter sword and shield throughout due to their versatility. No weapon in this game is a straight upgrade over another, instead every weapon has its own unique moveset and special effects. Improving your damage potential comes through getting weapon upgrades from the blacksmith, not finding a better sword. Unlike other games in the genre, or even RPGs in general, Void Sols allows you to experiment with your character build and loadout even after you already bought some upgrades. When you unlock a weapon upgrade from the blacksmith, it will upgrade [b]all[/b] of your weapons. When you rest at a bonfire, you can always freely respec your attribute points. You can try different builds without ever having to commit, encouraging experimentation. I enjoyed that aspect of the game, even though I'm usually not a fan of respeccing. Another twist on classic soulslike/RPG mechanics is the way consumables work. Like your healing potion, their charges regenerate whenever you rest or respawn. This means that every item you discover is a permanent upgrade to your arsenal. Found a stick of dynamite? You can throw one stick of dynamite after every rest. Found another stick? Now you can throw [i]two[/i] sticks after every rest. This makes loot far more rewarding and encourages using your consumables instead of hoarding them until the last boss. I played probably hundreds of RPGs in my life, but when it comes to how a game handles consumable, I genuinely think Void Sols has the best approach I've ever seen. Even if you're an item hoarder, this game will actually make you use all those potions and throwables you find. And this leads us to the exploration. There's a lot to discover in Void Sols. Level design is very interconnected, you'll keep finding shortcuts leading back to a central bonfire, or connections to places you've been to before. And while there is no fast travel system as such, you can discover various portals that lead from one place to another. Most dungeons, for example, have a hidden portal that leads back to the village, where you can buy upgrades from the blacksmith and alchemist. Shortcuts and secret areas are plentiful. Usually they're found by hitting secret walls, which reveal passages beyond. Some areas have brittle walls you can destroy with explosive barrels or throwable dynamite. One area, the factory, has keycard-activated generators that will open new pathways, but there's only one key of each color, meaning you can only have one of these doors unlocked at a time, forcing you to find alternate ways around if you want to use that key elsewhere. As for things to find, there's plenty, too. Weapons, equipment, consumables (that permanently increase your max consumable stack). You can catch fish to sell to a merchant - which doesn't involve a tedious fishing minigame, but good observation skills as all you have to do is spot a fish in the water and reel it in with a fishing rod. There's a set of four "curios" which, when discovered, will increase the potency of your equipment. Every single piece of loot in this game is either hand-placed or dropped by a specific enemy. There are no random item drops. I really enjoy this game's approach to loot: since everything you pick up is unique and permanent, exploration is highly rewarding. Of course, the world design is non-linear, too. I'm pretty sure I tackled some areas in a different sequence than intended. Both the regular enemies and the bosses in an area I did first seemed more difficult than those in the area I did next. While there are some areas you need keys to access, the game doesn't railroad you and instead allows you to approach things in any order you want. There's a lot of player freedom and no handholding, which I like a lot. Overall, this is just an excellent game with great design from start to finish. The different biomes all offer unique layouts and challenges (like the aforementioned keycard puzzles in the factory, or the cold wind in the mountains, or the obligatory poison swamp seemingly every soulslike needs to have), there's plenty of secrets to discover, the levels are well-designed and loot is rewarding. If you enjoy exploration, you will love this game. I can thoroughly recommend it and am very much looking forward to what these devs are cooking up next.
A soulslike where the took all the bad parts out. No items are lost on death and you always get N uses. The map allows for exploration into the unknown but eventually shows all the items so you don't waste time wondering around. The combat and difficulty are tuned to perfection and super fun. So many little quality of life things that only add to the souls experience and don't take away. If only other soulslikes would take a lesson from this game... Fun, would recommend to anyone who likes souls games or difficult combat games.
Finite Reflection Studios has brought the souls game to a modern age. Every design decision that differs from the norm has bettered the genre. Void Sols is excellent.
The essence of the Soulslike genre distilled into its most basic geometric form. I was skeptical of the simplicity at first, but it's remarkable just how atmospheric and tense this game wound up being. The world design is top notch; it lacks true "fast travel", but once you've unlocked the shortcuts it becomes quite easy to traverse, ensuring that backtracking for secrets never feels like a chore. The weapons are all quite distinct with their own quirks, like the backstep-focused katana, a morningstar that scales off of your [i]lowest[/i] stat, or my personal favorite, the scythe, whose hitbox radically changes spacing in combat. There's little story to speak of beyond inferences and some disturbing late game implications, with a final boss that did something very cool that I don't want to spoil. I would love to see more from this developer, or for more people to try the top-down approach to soulslikes.
If you develop a video game to be played on PC, expect people to be able to use their (sometimes expensives) keyboards and mice properly. This one is a good example of how not to do it.
非常不错,可以出联机PVP续作吗?awa
Good game, easy to sink your teeth into and scratches that soulslike itch distilled into a unique perspective and playstyle. Many genre trappings are here, albeit with less pomp and circumstance and some things maybe not presented as obvious as they should be (there are multiple endings and you're probably going to lock yourself out of one without realizing it until you're sweeping the last bits of the game for 100% completion). That sounds like a bad thing but it's pretty on-brand for the genre normally, anyway. The game design here does a good job of getting presentation out of your way and letting you get into the meat of it, which makes even your first run through pretty fast-paced. There's a lot to play around with build-wise, and it's easy to want to jump back in to play again with new challenges or just experience it again with different weapons whereas other games in the genre would have me exhausted by the end. Some of the design choices here are fantastic, too: none of your build decisions are permanent. Every "bonfire" gives you the full ability to reassign points and respec to your hearts' content. There's a lot to play around with to dial in whatever playstyle you want, and you never fully feel stuck on a boss when there are so many tools to play with and ways you can completely change up your build to try a different approach. Loadout slots for that are much appreciated. And I've also wanted to see this kind of item system in a game for a long time - every item you get is a permanent fixture of your inventory. Effectively, everything works under "estus flask" rules. Pick up a mushroom, and that's now +1 maximum mushrooms you refill to when you rest. Love to see it, and it works very well here. Overall the game does what it sets out to do pretty well, I think. It's not mindblowingly massive and there are some jagged edges here and there (particularly some extended fits of stuttering on occasion when the game seemed to be loading an area or maybe compiling some shaders while exploring?) which might rub a bit the wrong way, but I enjoyed the ride and can see myself returning off and on for another shot at it.
I played the released prologue when it came out. I believe that I learnt of it by a YouTube video. When I installed it and played it, I enjoyed it very much. I was left satisfied and awaited more of Void Sols. I finally bought it this Steam Sale, and I have enjoyed the full game with the same joy that I did before. I whole-heartedly recommed this game if you like how it looks and if you are in the look of a souls-like experience.
As a soulslike addict, I can confirm this game has the sauce; it impressively translates the core combat design / philosophy of dark souls into a top down 2D style, and I think it absolutely did the idea justice. It took about 9 hours for my first playthrough, and the entire time I was pleasantly impressed by the level design, enemies, weapon / tool variety, and music. Bravo to everyone who worked on Void Sols - I had fun. 8.5/10 (Honestly, my only gripe was that I was a bit surprised when I reached the final boss, simply because I wanted to experience even more. I'd love a sequel or DLC, but sometimes, something great isn't properly recognized until it's already too late. Regardless, I'm a fan of this team. Awesome OST too!)
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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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