
A dungeon crawl RPG set in an otherworldly realm beneath an old school building. Explore again and again, restore your base, and find your way back to everyday life.
Modeled estimate, not a reported figure. How we estimate →
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.
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 2,402 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.
About
S.O.L is a dungeon crawl RPG about exploring an otherworldly realm beneath a school. You awaken in a mysterious place known as the Nameless Auditorium, with no memory of who you are. Guided by a mysterious “Teacher,” you descend deeper into the dungeon in search of a way back to everyday life.

The students who take on the dungeon each possess different strengths depending on their affiliation. Some hold the front line, some heal their allies, and some wield knowledge against the strange beings waiting below. Choosing who to bring with you is an important part of reaching the deeper floors.
You are not the only student who has drifted into this world. Others seem to have gathered at the base as well. By completing their requests, they can help strengthen the base and provide useful support. Work together with them and find your way back to everyday life.

By bringing back the materials you find, you can restore facilities at your base. To survive, you will sometimes need the courage to judge when to turn back.

Combat uses a classic command-based turn system. Enemy attacks and strange events can wear down not only HP, but also the students’ SAN. Use skills, items, and sometimes retreat to protect both body and mind as you continue your exploration.

Leveling up alone will not be enough to reach the deeper floors. Strengthen your party little by little by finding weapons, armor, consumables, and restoring base facilities. How well your next expedition goes depends on the spoils you bring back and the preparations you make.
Explore a 50-floor dungeon beneath an old school building
Build a four-student party with roles based on each affiliation ・Classic turn-based command battles with HP, MP, and SAN management
Treasure-hunting elements such as chests, equipment, and consumables
Progression through restoring and improving base facilities
Japanese and English language support
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Normally I provide significantly more in-depth reviews (and I'll circle back and fill this one out later) but I'm short on time at the moment. I did just want to leave the dev a thumbs up and some encouragement; DRPG's, especially punishing ones like Wizardry and Etrian Odyssey, are my favorite genre of game, and S.O.L. has been a title that with my limited time I've not been able to put down. The vibe reminds me a lot of Tokyo Twilight Ghost Stories and Dark Spire, and I'm thoroughly enjoying my time with it so far. Some matters that need addressing (and the developer is already working on them) are things like the save menu lingering (just open your menu and close it and it will go away) and text running outside the box at times. One thing I'd love to see changed is how the game handles mapping; you get a percentage of your progress, but whole rooms and paths are revealed at the start of each of them and that can make it difficult at times to track where you've already been. Beyond that, I like how the classes synergize with each other; setting up combos with my various characters is a lot of fun and there's quite a few classes to pick from, so I expect replayability to be high (especially with procedurally generated dungeons). I'm intrigued by the narrative and core systems, and am looking forward to seeing where it goes from here.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.9K | 382 | 93% | $2.99 | |
| $14.9K | 121 | 69% | $5.99 | |
| $14.9K | 86 | 90% | $4.99 | |
| $14.9K | 180 | 68% | $2.99 | |
| $14.9K | 68 | 65% | $6.99 | |
| $14.9K | 263 | 46% | $1.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1K | 3 | 100% | $14.99 | |
| — | 0 | — | — | |
| $141.3K | 334 | 81% | $9.96 | |
| $68.8K | 408 | 88% | $7.99 | |
| $28.1K | 162 | 70% | $6.99 | |
| $11.4K | 29 | 86% | $14.99 |
Languages: English, Japanese
Hours played at review time, across 115 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
2회차 돌리고 리뷰를 씁니다 DRPG 시스템적으론 무기 내구도, 소비아이템을 통해 인벤토리를 압박하는 방식과 맵을 100% 답파하도록 유도하는 방식이 아주 마음에 들었습니다 전투 방식도 학생 개인의 능력보다 장비, 소비아이템, 독 데미지에 의존해서 풀어나가는 방식이 게임의 분위기와 아주 어울리게 느껴집니다 직업간 밸런스가 박살나긴 했는데 오히려 이렇게 직업이 많으면 밸런스가 박살난 게 더 적절하다고 생각합니다 모든 직업이 강할 필요는 없고, 약한 직업도 약한 직업대로 가지고 노는 재미가 있기 때문입니다 그런데 1.4 버전 패치 방향성 보고 어이가 없어서 리뷰를 쓰게 됐습니다 개발자가 자신이 만든 게임이 어떤 게임이고 어떤 매력을 가지고 있는지 잘 모릅니다 그냥 커뮤니티에서 욕 뒤지게 튀어나오니까 그냥 그 말 따라서 패치를 하고 있는 것처럼 보입니다 이런 게임은 불친절하고 불합리해도 됩니다 올드스쿨인 DRPG라서 더욱 그렇습니다 약한 직업으로도 어떻게든 클리어 할 수 있게 맹독에 소비아이템까지 강력하게 만들어줬는데 뭐 그리 불만이 많은지 모르겠습니다 근데 개발자가 힐량을 버프하고 맹독, 소비아이템 위력을 너프하는게 도저히 이해가 안됩니다 Fear and hunger에서도 화상, 맹독으로 쉽게 클리어하는 건 비교적 정석적인 공략이고 이 게임도 그런 류의 게임으로 보입니다 특히 소비아이템은 엄청난 SAN 소비를 요구하기 때문에 소비아이템을 제대로 굴리려면 SAN 회복아이템까지 필요해서 인벤토리 압박이 2배로 들어옵니다 그런 제반사항을 무시하고 그냥 아군 캐릭터가 약하고 적이 강하고 맹독과 소비아이템이 강해서 게임이 이상하다고 하는 것도 이해가 안 되고 그걸 들어주는 개발자도 좀 웃깁니다 특히 힐량 버프로 인해서 원래부터 퍼센트힐이던 스킬들의 상대 효율이 떨어진 건 코메디입니다 솔직히 이전 버전으로 되돌렸으면 좋겠습니다 개발자는 치밀하게 밸런스를 설계할 능력이 없습니다 맹독으로 너무 쉽게 클리어하는 게 싫으면 최대 데미지를 500정도는 주는 게 맞다고 봅니다 지금 상황이면 3계층 보스전, 4계층 보스전이 너무 어려워서 오히려 이전보다 게임이 즐겁지 않게 될 것입니다 일단 추천은 하겠습니다만 개발자가 해야 할 일은 게임 내 밸런스를 챙기는 게 아니라 편의성과 버그를 수정하는 것입니다
おもろい
全体を通して楽しく遊べました ただ、少しバランスが悪いなと感じる点がありましたので それについて記載しておきたいと思います (※ネタバレ注意です) まず、前提として下記のような仕様となっているようです [Str型] ダメージ計算が全て加算の模様(?) 後半になるほど火力が伸び悩んでいくようでした (Str70/武器威力220の剣道部の攻撃で約300ダメージ程) 専用武器の武器威力1.5倍もスキル威力30に対してかかるようでした(45になって15ダメージ増) [Int型] 後半になるほど火力が伸びていきました(すべて乗算でスケーリング?) ダメージの伸びの例として パソコン部(Int72/攻撃力107)パケット詰まり-->452ダメージ(クラス専用武器) パソコン部(Int97/攻撃力131)パケット詰まり-->741ダメージ(冒涜的な神算のブラックホール生成装置) 他 天文部(Int101/攻撃力133)星雲の目隠し-->670ダメージ 科学部(Int72/攻撃力179)硫酸投擲-->640ダメージ また、デバフ攻撃(Agiダウン等)が敵に対して弱点判定となるため弱点もつきやすいようです(バグ?) 敵予兆スキルの全体攻撃(全体睡眠やInt型の攻撃など)が非常に危険で やられる前にやらないと厳しい仕様となっており 後半になるほどそれが顕著となっていくため Int攻撃型のキャラ4名の編成に落ち着きました 上記を踏まえて Str型の計算式(ダメージ計算が固定) →最低限何らかの部分を乗算式に(ただし敵の攻撃も強くなる点に留意しそこは調整してほしいです) 回復/バリアスキル(効果固定値なので焼石に水) →レベルで威力が伸びるなどの工夫を バフ(効果固定値なので序盤用) →固定+乗算形式にする、あるいは術者ステータスで増えるように タンク(全体攻撃に対してあまりにも無力) →軽減スキル等があれば 状態異常(成功率のため、通すと全滅しかねない攻撃に対して頼るのはあまりにもリスキー) →せめて確定に このあたりを見直して頂けると、遊びの幅が広がるかなと思いました
職業が多いので、ゲーム開始時のキャラ作成画面の時の職業説明を、ゲーム内マニュアルや生徒募集時に見えるようにするべきである。 ランダム生成されたマップを100%まで埋めてガチャ報酬を稼ぐゲームなので、強制終了のバグだけは許容できない。 装備画面の揺れを見ても、プログラムはAI依存で作者に修正しきれるかは疑問である。 安定板が出るまでは継続プレイを控える予定。
こう言うゲーム慣れてませんが、遊びやすくて面白いです
너무 하고싶은데 한국어 추가좀.. add lang korean plz
最新の技術+ウィザードリ=やさしい やさしい、けれど、飽きない工夫がいくつかあります。 1週間くらい潜りたい人にはお勧めです。
Looks to have been inspired by Persona Q: Shadow of the Labyrinth and it makes no mystery of this (SOL). Seems underpriced at $6. If it keeps up, I would have easily paid $20 for it.
テキストとか世界観がかなり好き!時間が溶ける
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.