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Soulstone Survivors on Steam - User reviews, Price & Information

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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.

Soulstone Survivors is a action roguelike, bullet hell and early access game developed and published by Game Smithing Limited.
Released on June 17th 2025 is available on Windows, MacOS and Linux in 13 languages: English, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, French, German, Spanish - Spain, Korean, Polish, Traditional Chinese, Italian and Turkish.

It has received 21,828 reviews of which 19,922 were positive and 1,906 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 10.49€ on Steam with a 30% discount.


The Steam community has classified Soulstone Survivors into these genres:

Media & Screenshots

Get an in-depth look at Soulstone Survivors through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 or newer
  • Processor: 2.5Ghz or better
  • Memory: 4 GB RAM
  • Storage: 2 GB available space
MacOS
  • OS: 10.13.0+
  • Processor: 2.5Ghz or better
  • Memory: 4 GB RAM
  • Storage: 2 GB available space
Linux
  • OS: Linux/X11
  • Processor: 2.5Ghz or better
  • Memory: 4 GB RAM
  • Storage: 2 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

184 hours played
Nov. 2025
One of my favorites in the genre, mostly because it doesn't take long before you can do crazy damage, which is what I play these games for.
41 hours played
Nov. 2025
I am a bit conflicted on this game. On one hand, I enjoyed my 40 hours spend with it and I definitely got my money's worth. So it's hard for me not to recommend it on just that basis. But at the same time I see tons of wasted potential with weird design choices and ultimately not that much to actually do, culminating in a game that fundamentally is very solid, but is deeply flawed. And because of this I don't see myself ever coming back to it to grind for the rest of the achievements or to 100% all of it's "content". And I am sure there are some people out there who would not like this game because of those things, so let me talk about them in this review so you can make up your minds. The first big problem this game has is that it pretends (purposefully or not) to have way, and I mean WAY more things to do than it actually does. The game assaults you with lots of characters, stages, multiple game modes, and a massive list of unlockable things and progression systems. But in reality it is all VERY inflated by re-using content over and over. Some examples: -Different stages have next to no differences between one another and no relevant gimmicks to make them stand out or play different - Differences between characters are largely just based on different stats and a couple character specific skills, even the character specific mechanics you unlock as you level them up are the same thing across all character (just repackaged with different visuals and stat variations). But every character plays 99% the same way. - Same skills are repeated multiple times with just their elements or other arbitrary characteristics altered. So the hundreds of skill this game has practically boild down to a few dozen distinctly feeling ones -Different enemies are just reskins that use the same few attack types. If it was just stage enemies I would not even list it as an issue... but it goes for bosses too. You get it, this is the patter through the whole game. Everything is stretched so thin, one unique thing is split into a couple more things that are almost the same, just to make the game feel larger than it is. The first time you open this game you might be overwhelmed by just how much stuff there is in front of you, but as you play it is starts feeling very, very small. Ultimately this isn't really a deal breaker, because the amount of unique things here is... alright, it's not too much but not too little. It just feels cheap and lame, the game would've been much better if it had 25% of the "content", but it all felt more unique. And while this is definitely this game's biggest weakness, it ultimately would not detract from it's replayability if it pulled off it's own satisfying gameplay loop. ... Which is where we arrive at the game's the second big problem: balance. The problem here is twofold, and it compounds on itself: 1. The way this game does it's damage formula is just... bad. The way they made the math work forces you into the exact same build path if you ever want to make a good build, and it's not the first game that made this mistake either. This game has both additive and multiplicative damage multipliers. Meaning, a 50% damage boost can either be a 50% increase to all the damage that you do, or just a +50% bonus added to all the other bonuses you already have. On it's own that is not a problem, many games do this and it works well if it's done properly and the devs make both play nice together. Here unfortunately the developers completely dropped the ball. Long story short: the game features many debuffs that stack multiplicatively with your total damage dealt. That alone is immensely powerful, but then they also made those debuffs multiply on top of EACH OTHER. That's right, we are no longer just multiplying things, we are doing FACTORIALS now!! And the worst part of all of this, this is THE ONLY way to increase your damage like this. There is no other way in the game to scale your damage in such an absurd way, which means that if you ever wish to get a "god run", you need these debuffs, and you need to be able to stack them as best as you can. 2. There is an archetype of damage skill that is just... superior. It's the skills that multiply their damage based on either the number of debuff/status stacks on the enemy, or ones that consume said stacks and multiply their damage. Basically: the skills taht scale their damage based on debuff number one way or another. It's not even funny how much better these skills are than all the others. And it's sad to see, because there are other skills in the game that clearly try to be good damage skills too, scaling of different things or having other gimmicks to raise their damage. But the difference in strength between the good ones and the bad ones are so massive, we are talking multiple zeroes at the end of the number differences, you HAVE to use these skills if you want the best results. And if you add those two problems together, you end up with a game that puts extreme emphasis on skills that either directly apply the debuffs I mentioned earlier or are good at applying them in other ways once you get supporting skills, and then it makes you take the scaling damage skills that scale off either the 3 DOT effects, or the status effects, of which there aren't that many. Suddenly, the hundreds of skills this game has boil down to MAYBE a few dozen actually good ones. And since every character is basically the same and can use the same things, you will end up making the variation of the same build every single time... the only way to enjoy some variety here is to unfortunately play on lower difficulties and intentionally ignore the objectively correct way to build your character. Basically: playing the weak, off-meta build in a hack and slash game. And let's be honest, almost nobody enjoys intentionally gimping themselves in a game like this. So, all of that sounds pretty bad, right? And yeah, it is. And that's why I will probably never come back to it. But that doesn't change the fact that before I arrived at this point, I got 40 hours of good fun out of it and finished the game, and for those 40 hours the problems I mentioned didn't really surface and were not that big of a part of the game. It was really only after I beat the game's final boss for the first time that I started to think "yeah, I think I'm done, there isn't that much here to enjoy afterwards". So, a careful recommendation for people who enjoy this genre of video games.
178 hours played
Oct. 2025
Soulstone Survivors to me has been a roguelite single-player action RPG with a breadth of buildcrafting, unlockables, meta-progression, the option to toggle off various degrees of meta-progression, and ongoing development beyond its 1.0 release. As a heads-up, the game does have endless modes by default and the ability to swap attacks/abilities out during a run. I've observed some players burnout not knowing when to end their run (e.g., they have a lower DPS build that are taking them minutes to defeat bosses, compared to say - Vampire Survivors where surviving 15~30 minutes was sufficient to win the map), players that oversimplify the game mechanics (e.g., "all the builds are the same. I just deal damage and pick things to deal more damage"), or gravitate or force the same build as close as possible across characters. My observation is that these players seem to have burnt out or get bored with the game sooner. At present, there are three main game modes that alter the rules some and offer their own perks and challenges along the way. You pick a character, pick one of their weapons that influence a couple skills and stats they get, customize runes that can alter the gameplay, and then pick a mode and any difficulty modifiers, if applicable or desirable. 1. Clear X # of enemies and defeat bosses. If cleared fast enough, the option to continue on endlessly until you die, stop, or crash. You can set difficulty modifiers for increased meta-progression rewards. 2. Clear X # of bosses with limited weapon selection and gaining power ups to face a big boss for completion. After clearing, you can choose higher difficulties for increased meta-progression rewards. 3. Clear objectives across the map to face a big boss and gain a power unique to that big boss and what you have available. Clear X number of big bosses to face an end boss. Then decide to continue endlessly (until death, stop, or crash). After clearing a run, you progress to the next phase until you've completed enough phases to face the final boss and reach the credits. Then you can choose a higher difficulty for increased meta-progression rewards. Meta Progression-wise, the game has: 1. A general purpose skill tree that affects all characters. 2. Character-specific skill trees that improve their stats and access to an ability or abilities available to them, with a few stat nodes that affect all characters. 3. Unlocking rerolls, banishes for skills/passives you don't want to see that run, and locking to prevent a skill/passive from changing for a single reroll or level up when you pick something else. 4. Unlocking characters with access to a handful of character-specific abilities, plus skill categories that they choose from - generally. 5. Unlocking runes. 6. Unlocking weapons with their weapon-specific abilities. (These abilities can be accessed by other weapons or characters if choosing the correct runes.) 7. After all a character's weapons are unlocked, upgrading weapons increase stats a little, and eventually unlock a weapon-specific power. I suspect I'm forgetting something at the moment. In terms of build diversity, there are many ways to build a character or play a particular concept. And I could probably give you 10 different ways to build the character or four different ways to push a concept and be effective enough to clear content as long as you aren't trying to push as far as you can go in an endless mode. Versus if you pick any ol' ability and passive, you might not have enough damage in the first mode to be offered the endless mode (if your clear time is too slow, the game won't let you suffer endlessly). Or if your build falls short for the content you're playing, you may be taking minutes upon minutes to clear a boss instead of severals seconds up to a couple minutes. Some things that I'm not particularly fond of are the soundtrack variety - at which point I turn off the in-game soundtrack to play my own, though I can't time my own tracks for the appearance of bosses. And then for as many runes as there are, almost half the runes haven't called out to me or fit their way into any of my build attempts. Then as a quality of life, would love to see some way to spend excess minor soulstones, though that is a very minor thing at this point. I digress, if I let myself, I could see myself playing the game for several hundreds more hours even if the game didn't receive any more updates. Also, if you mark this is Funny instead of Not Helpful, I'm going to take it as I am a comic genius. And if you give me a clown award, you're just giving me points instead of giving any insult. Save your points.
123 hours played
Sept. 2025
Well made, very fun, go play, get addicted, lose sleep, get disowned, lose friends, lose family, lose yourself, it's fine, it's worth.
152 hours played
Aug. 2025
Quickfire Review Having played quite a few roguelite titles over the course of a few years since Vampire Survivors put the genre on the map, I place Soulstone Survivors fairly high on my list solely based on its solid foundation. The sheer number of classes available harking back to the days of old school Diablo and other fantasy-based ARPGs, variety of skills and weapons to grind out for individualistic playthroughs with each character, three distinguishing-enough game modes allowing different resource and material farm methods, and balanced difficulty to provide enough of a challenge without bringing stress makes it the perfect casual game to play when one wants to just kick back and relax after a long day. The gameplay may become repetitive to some, but if you're a player like myself who focuses on completion and instinctively roadmaps playthroughs in a step by step manner, you'll have a fun time regardless. For those starting out, I personally recommend investing the early game into the following characters/classes (aside from Barbarian ofc): Chaoswalker, Hound Master, Necromancer, and Engineer. If you want to challenge yourself, master the Death Knight (the infamous 'no dash' will wreck you, but you will enjoy the challenge). [DECK]: Played on the Steam Deck 1TB OLED; works flawlessly. Definitely recommend for those who are looking for a game to play away from your rig. Conclusion Current Verdict: A+ Soulstone Survivors may not be the perfect roguelite and may not be for everyone, but the content is there and it successfully caught my attention and time to motivate completion. A special thank you to the devs for putting their time and effort to this entertaining game that most importantly - respects your time.

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Frequently Asked Questions

Soulstone Survivors is currently priced at 10.49€ on Steam.

Yes, Soulstone Survivors is currently available at a 30% discount. You can purchase it for 10.49€ on Steam.

Yes, Soulstone Survivors received 19,922 positive votes out of a total of 21,828 achieving a rating of 8.92.
😎

Soulstone Survivors was developed and published by Game Smithing Limited.

Yes, Soulstone Survivors is playable and fully supported on Windows.

Yes, Soulstone Survivors is playable and fully supported on MacOS.

Yes, Soulstone Survivors is playable and fully supported on Linux.

Soulstone Survivors is a single-player game.

Yes, there are 2 DLCs available for Soulstone Survivors. Explore additional content available for Soulstone Survivors on Steam.

No, Soulstone Survivors does not support mods via Steam Workshop.

No, Soulstone Survivors does not support Steam Remote Play.

Yes, Soulstone Survivors is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Soulstone Survivors.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 July 2026 18:13 UTC
SteamSpy data 24 July 2026 02:52 UTC
Steam price 28 July 2026 18:48 UTC
Steam reviews 26 July 2026 12:04 UTC

If you'd like to dive deeper into the details about Soulstone Survivors, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Soulstone Survivors
  • SteamCharts - Analysis of Soulstone Survivors concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Soulstone Survivors compatibility
Soulstone Survivors
Rating
8.9
19,922
1,906
Game modes
Features
Online players
379
Developer
Game Smithing Limited
Publisher
Game Smithing Limited
Release 17 Jun 2025
Platforms
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