
Mask of Soul is a 2D metroidvania action-adventure where you play as Cheong-oh Chasa, gatekeeper of the Underworld, tracking spirits beneath the Red Moon. Use parry combat and mask abilities to explore an oriental dark fantasy world inspired by Korean mythology.
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About
Mask of Soul is a 2D metroidvania action-adventure in which Cheong-oh Chasa, a gatekeeper of the Underworld, pursues escaped spirits amid the chaos of the collapsing boundary between the Underworld and the Living World and restores the balance of the world.
Explore twisted regions and awakened demons beneath the Red Moon, and experience precise parry combat, unique skills based on mask switching, and an oriental dark fantasy world inspired by traditional Korean mythology.
Parry combat where you read enemy attacks and counter with precise timing
Bosses demand different patterns, speeds, and timing
A successful parry allows a powerful counterattack and can temporarily break the enemy’s Vigor
Various spirit masks obtained while exploring regions
Each mask provides unique skills, stats, and action motions
Strategic gameplay focused on finding mask combinations suited for specific bosses or mechanics
Modern reinterpretation of traditional Korean fantasy elements such as the Underworld, Yacha, spirits, and seals
Story following the Red Moon and the secrets of an ancient war
Backgrounds and character designs with a chilling yet mysterious atmosphere

Unique regional gimmicks and environmental puzzles
Exploration areas expand as new masks and abilities are acquired
Paths and hidden secrets unlocked after defeating bosses
Bosses designed with a unique world view… Mid-bosses and main bosses appear across four regions
Demon forms awakened by the Red Moon
Classic boss design requiring pattern learning and parrying
Reinterpreting traditional patterns, the Underworld, narratives, and mythical beings with a modern sensibility
Dreamlike yet rooted in ancient Korean oriental dark fantasy aesthetics



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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]パリィではないバリアだ![/h2] パリィをしても相手がひるまないのでパリィよりダッシュ回避メインでした。 PVでアスレチックがやばそうな気はしましたが、隠しアイテムを取るとこだけ難しくて道中はそれほど難易度は高くなかったです。 ボスも一部理不尽でしたがわりとやりごたえがありました。ただしラスボスだけは連戦が面倒すぎて大苦戦。 探索個所は少なく中ボス→中ボス→大ボスの流れでしたので探索よりボス戦メインが好みの方にはおすすめです。 ちなみにノーマルモードでやると「イージーモードでゲームをクリアせよ」の実績もあわせて解除されましたよ。
[h2]前言[/h2] 类银这个分类的游戏,我玩过不少,可以说好的玩过不少,差的,甚至可以说是石的也吃了不少,但是对于本作而言,我不值得该把它给划分到哪里,说它不好玩吧,玩着还行,说它好玩吧,又有些无聊,太平庸了。 [h2]游戏介绍[/h2] 《Mask of Soul》是一款2D类银河战士恶魔城动作冒险游戏。 [h3]游戏背景:[/h3]冥界中,阎罗一族和夜叉一族展开争斗,最后阎罗一族获得胜利将夜叉给封印,冥界迎来和平。但是一对双生子的到来,打破了平衡,哥哥成为了阎罗大王,弟弟却因为愤怒而冥界秩序。玩家在游戏里面就扮演着弟弟青乌,而我们要做的也很简单,那就是弥补自己之前所犯下的过错。 [h2]游戏玩法[/h2] 游戏玩法很简单,角色初始就有着特殊攻击和冲刺,还能够进行格挡,这点是比较友好的,而且游戏有着难度选择,低难度能够更改自己的伤害,拉满之后非常爽,小怪基本都是一刀一个。战斗系统没有什么新奇的,比较常规,不过比较有意思的是游戏里面的有个跳跃机关需要格挡才能够进行,这点怎么说呢,能够看出制作组想要做出一点创新,但是玩着稍微有点折磨,对于我这种手残来说,而且游戏里面的跳跳乐部分有点小多。除此之外,就是游戏里面的徽章系统以及面具系统了,游戏里面有着大boss携带着面具,击败他们就能够获得新的能力,比如超远冲刺、二段跳等等。 [h2]总结[/h2] 游戏本身中规中矩,跳跃手感个人感觉不是很好,战斗难度一般,存档点能够传送,感兴趣的玩家可以自己试试! [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote]
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Languages: English, Japanese, Simplified Chinese, Korean, French, German, Spanish - Spain
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
this is going to be kind of a weird review but try to follow what i'm saying. the hit detection is unsatisfying. theres no rumble in the controller, no recoil, no enemy in shock, nothing. half the time i cant even fully tell the enemy was hit. maybe the sound needs to be up, i dont know. kinda ruined the whole experience and made me not want to continue playing it.
The story begins with a struggle between good and evil that is eventually resolved, restoring balance to the world. From this resolution, twins are born, each tied to one side of that balance. One represents the light and is destined to rule with wisdom, while the other embodies the dark and will rule with strength. In the present day, the twins have grown. The one aligned with the light has already fulfilled his destiny, but the other, known as Cheong-oh Chasa, the guardian of the underworld, or simply Death, remains conflicted and filled with anger. This unrest leads to a crack forming in the balance. When it finally breaks, four masks escape into the living world. Chasa quickly realizes that someone else must be responsible for this disturbance. With no other choice, he crosses the river into the world of the living in order to retrieve the masks before they spread their influence. For lack of a better description, the game is a classic representative of the hollow-like genre. You control Chasa, depicted as a small figure wearing a dark veil and a traditional hat. If you are familiar with this style of game, you can expect many enemies to tower over you, sometimes several times your size. While Chasa possesses all the abilities needed to defeat them, mastering those abilities is entirely up to the player. As a result, success often comes through repetition and learning enemy patterns until everything finally clicks. Alongside the basic jump, air dash, and single attack, the most important mechanic is the parry, which plays a key role in both combat and traversal. In combat, the parry must be timed precisely just before an enemy attack connects. Unblockable attacks are clearly marked with exclamation points. A perfect guard damages the enemy, protects your health, and restores some vigor, which is required to trigger your secondary attack. Vigor can also be gained through regular attacks. When it comes to traversal, parries can be used on special marked crystals that launch you toward higher platforms. However, this mechanic appears only in a handful of rooms and is not a major focus of the game. The world is structured around a central village, surrounded by four distinct biomes and a fifth region located above them. Each area consists of a series of small and large rooms that combine enemy encounters with platforming challenges. A very well designed map keeps track of everything you discover. It clearly displays the layout of rooms and exits, while also marking key locations such as save points, merchants, and treasure. Although the rooms tend to follow a similar structure across different biomes, the visual design remains impressive. Enemy variety and animation quality stand out, and the backgrounds are rich with detail rather than simple blocks of color. The only minor disappointment comes from the cutscenes, which are presented as comic book style panels with speech bubbles. Instead of allowing the player to move through the panels manually, however, the scenes play as video clips. Treasure is often placed in hard to reach locations, sometimes encouraging you to return later once new abilities are unlocked. Other rewards are hidden behind secret walls that disappear when touched. Despite these secrets, the overall world is fairly small and progression is mostly linear. Many alternate paths remain inaccessible because you lack the required abilities, while others are blocked by doors that can only be opened with special seals. Saving takes place at lanterns, which restore your health, refill your healing potions, and respawn enemies. Your health is divided into five segments. Each hit removes one segment, while drinking one of your two potions restores one. When you die, you lose all essence, the game’s currency obtained from defeated enemies, and must return to the place of death to recover it. After defeating the first major boss, you also unlock fast travel between activated lanterns, which significantly reduces backtracking. Lanterns also serve another important purpose, allowing you to manage your equipment. Gear can be discovered as treasure throughout the world or purchased from merchants, and it comes in three categories. The first are masks, which are obtained by defeating major bosses. Each mask changes your secondary attack and contains a different number of slots for seals, the second category of equipment. The final category is standard gear, which can be equipped in four available slots. Both seals and gear enhance your character through stat boosts or passive effects. These include perks such as extending the parry window, attracting nearby essence automatically, or allowing attacks in both directions. The main distinction between seals and regular gear is that some pieces of gear can be upgraded by a blacksmith in the central village, increasing the strength of their bonuses. Masks can also be upgraded using rare materials, and each one provides useful abilities that can significantly influence combat. Because masks can be switched quickly, it is possible to prepare different setups by assigning unique seals to each one and adapting them to different situations. Major bosses are the source of these masks, and they can be quite challenging during the first encounters. Learning their attack patterns and recognizing the moments before they strike is essential. Instead of changing behavior halfway through the fight, bosses transform only after their entire health bar is depleted. At that point they regain full health and adopt a new form. Although this means you must defeat them twice in a single battle, their movesets remain mostly the same, with attacks becoming faster and gaining additional effects. Defeating these bosses also grants new abilities, such as an extended dash that allows you to move through enemies. Other bosses encountered along the way function more as obstacles than major encounters. They typically have only a single health bar and reward you with a generous amount of essence and crafting materials. Interestingly, these smaller bosses can sometimes be more frustrating than the major ones. Many of them summon additional enemies during the fight, which fills the arena and creates chaotic situations where avoiding damage becomes much more difficult.
Currently my savefile stands in around 80%... Game is just serviceable.. nothing really stands out... The character feels cluncky.. the atmosphere, enemies, music are all boring and forgettable.. specially the music, it was as medicore as it gets. The level design / metroidvania aspect if there was, is just dull and non-intresting. The bosses which was supposed to be the main butter of the game is meh.. there was some good fights.. but overall not impressed. The story.. idk.. i kept spacing out so idk what it was about.. the cutscenes weren't intresting..I think the game feels 5/10.. I do not recommend it unless your the person that has to play all metroidvanias created.
The dreamlike atmosphere of moving between the world of the living and the afterlife feels truly unique, and it carries a strong sense of traditional Korean aesthetics. The difficulty isn’t easy, offering a solid challenge throughout the game. Hidden items are quite hard to find, but they are definitely worth the effort as they provide powerful benefits. One downside, though the mid boss in the Ice Cave (second encounter) is incredibly frustrating to deal with.
기대작이라 반가운 마음으로 플레이했습니다. 아직 조작이 익숙하지 않아 속도는 느리지만, 스토리를 보는 재미 덕분에 자연스럽게 계속 플레이하게 됩니다. 세계관이 독특하고 어두운 분위기 속에서도 한국적인 요소들이 잘 녹아 있어 인상적이었습니다.
Played on OG Steam Deck without issue. This is a good game that I was initially dissatisfied with but after several patches from the committed developer it was a joy to give this another shot. At its base it’s a difficult game but there are damage reduction and generous damage dealt options to make it enjoyable for anyone. Fun solid Metroidvania that is a must for your library
As much as I dislike leaving a bad review for an indie game, I'm genuinely not having a good time playing this. First and foremost, this game is NOT, absolutely and definitely in anyway, shapes or forms qualified as a metroidvania game no matter how much you stretch the definition. So my expectation was completely screwed from the beginning. This is a boss-rush action-adventure game and boss design is sadly all it has. Game is extremely linear, offer zero exploration route. Level design is simplistic and basic. There are only 6 zone including the begining safe zone and there is no between zone travel so if you want to get to the previous area, you have the fast travel back to the begining of the are save point and go on foot backward, for every single area. So if you're deep into zone 5, you have to get back to beginning of zone 5, walk backward to the end of zone 4, fast travel to beginning of zone 4, walk backward to end of zone 3, fast travel to beginning of zone 3, walk backward to beginning of zone 2, fast travel to beginning of zone 2, walk backward to the end of zone 1 and FINALLY then fast travel to beginning of zone 1 so you can upgrade your weapon. There is only one NPC who can upgrade your stuff and he is at the very beginning of the game and you have to tranverse the ENTIRE MAP just to get to him for upgrade and then tranverse the ENTIRE MAP again to go back to playing the game. Did anyone ever test this game before releasing? How can such an obvious flaw get past the devs and testers? Look wise, it is very Hollow Knight inspired game, either it's a good or a bad thing depend your preference. Interface looks very bare-bone, with zero like modern gloss of transistion effect, like the menu of a early 2000s visual novel. Not that it's a bad thing but it caught me off guard coming off from playing many other games. Game play, the movement feels extremely heavy. like your character weight like 2 tons or something. Some game has a floaty movement and this is the complete opposite of that. Feels like when you press the button, you somehow need to press it a bit stronger to push the character off the ground and he'll fall back within half a second. No MV i've ever played feels this way and I played over 50+ MV already. Extremely limited movement abilites also and you only get them after defeating a boss so the game is just literally going from one boss to another. Boss fight is definitely the strongest suite of the game and each bosses have enough difference to force you to learn and adapt your strategy to learn and overcome them. But my major criticism is pretty much all of them are all HP sponge so it's prolonged the battle to the point of defeating a boss no longer feels satifying and more like "thank god i'm done so I can finally move on to the next boss". The normal mode, in my personal opinion, is already too high of a difficulty and should be adjusted to make the game more enjoyable. I ended up having to change to "easy mode" at the penultimate boss since I can no longer take the lengthy HP sponge boss fight anymore, and i heard that the final boss is even worse. Unfortunately the game got more things wrong then right. It has a good foundation but personally I would need more difficulty adjustment and some basic quality of life to make the game worth it
Unerwarteter Knaller! Hollow Knight Movement und einfach geniale Bosse und kleine knifflige platforming parts! Rückstoß bei Kontaktschaden etc. fehlt ein wenig aufgrund von Indie game aber alles tolle von Metroidvanias in einem kleinen Game komprimiert.
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