
Soulblight is a dark, unforgiving, top-down action roguelike luring you to cross the thin line between good and evil. Embrace your flaws to survive a journey through an unforgiving Sanctuary. Gluttony, Lust, Cannibalism - how far are you willing to go?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Aug 25 → 0.14/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.
About


Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 195reviews | 36% | — | $61.7K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Soulblight is a grim, top-down roguelike action RPG that seeks to distinguish itself through mood, moral tension, and a system built around embracing personal flaws. Developed by My Next Games and published by Movie Games S.A., it presents a decaying world in which humanity’s last refuge is the Sanctuary, an ever-shifting labyrinth grown from disease, corruption, and the dying remnants of civilization. Rather than presenting a heroic power fantasy, Soulblight positions you as a wanderer who must descend into this broken place and confront not just hostile creatures and traps, but the psychological weight of survival itself. From the outset, the game establishes an oppressive tone, inviting players into an experience that is intentionally uncomfortable and punishing. Central to Soulblight’s identity is its Taint system—a mechanic that replaces traditional leveling with personality-defining traits that offer power at the cost of embracing a vice. These taints might push you toward gluttony, pride, rage, or other vices, and each one subtly reshapes gameplay. A Taint may grant stat bonuses or stamina benefits, but it also imposes behavioral expectations; failing to act in accordance with the flaw can result in penalties. This creates a role-playing element woven directly into mechanics: your power comes from indulging the darkness you carry, and every choice feels weighted by consequence. It is a fascinating idea, one that attempts to explore character development through psychology rather than through numbers alone. Exploration reinforces the game’s bleak personality. The Sanctuary is procedurally generated, but its design leans heavily on oppressive atmosphere—rusted machinery, rotten wooden structures, flickering torches, and signs of decay at every turn. The art style uses muted colors and shadow-heavy environments to evoke a sense of creeping dread. Despite the strong aesthetic foundation, the top-down camera often hampers navigation. Combat arenas sometimes feel cramped, and the camera angle makes it difficult to judge distances or enemy positioning accurately. While this contributes to the sense of vulnerability, it can also be frustrating and disorienting, especially in high-pressure encounters. Combat is deliberate but stiff, focusing on close-range clashes, stamina management, blocking, and a unique grappling mechanic that lets you momentarily control enemies or break their defenses. The general idea is to reward patience and tactical thinking over frantic button-mashing. However, this system suffers from inconsistent responsiveness. Attacks feel weighty but delayed, movement can feel sluggish, and enemy hitboxes sometimes lack clarity. As a result, even though the combat design intends to emphasize skill, it occasionally becomes a source of irritation rather than mastery. The roguelike structure—death sending you back to the beginning with only select progress preserved—exacerbates these issues, making mechanical friction more punishing. The procedural layout of the world offers variety but not limitless depth. Rooms and enemy types repeat frequently, and while each run can diverge slightly based on the Taints you choose and gear you find, the overarching structure can become predictable after several attempts. The game tries to maintain replayability through its moral mechanics and the allure of deeper Sanctuary floors, but the lack of broader enemy variety or environmental twists limits long-term engagement. Still, the oppressive atmosphere and the unpredictability of injuries, corruption, and resource scarcity give each descent a tension that can appeal to players who enjoy harsh survival loops. Narratively, Soulblight is more implied than explicit. It reveals its lore through fragments—cryptic notes, environmental storytelling, and symbolic imagery. This fits the game’s tone but can feel sparse for players seeking a more coherent storyline. The worldbuilding leans toward allegory: societies fall to ideological schisms, perfection turns to rot, and individuals become reflections of their own flaws. There is substance here, but it requires the player to assemble meaning from fragments rather than from structured exposition. Despite its ambitious ideas, Soulblight is not without clear shortcomings. Combat can feel clunky, the camera undermines situational awareness, and the roguelike progression loop doesn’t always reward the effort the game demands. Yet there is something commendable in its commitment to mood, its willingness to explore morally charged mechanics, and its attempt to deliver a roguelike experience rooted in psychological flaw rather than traditional stat-building. It is a game that reaches high, even if it doesn’t fully achieve the cohesion it aims for. In the end, Soulblight is best suited for players who appreciate harsh, atmospheric roguelikes and enjoy mechanics that challenge not just reflexes but moral choices. It offers a world steeped in decay and introspection, a unique character system that ties power to vice, and a journey defined by tension and consequence. Though its execution can be uneven and occasionally frustrating, it stands as a distinct interpretation of the roguelike formula—one that thrives on discomfort, introspection, and the slow descent into darkness. Rating: 5/10
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, German, Spanish - Spain, French, Italian, Hungarian*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bad controls on controller, even worse on KBM. Very little explanation of controls, and straight away just mechanics that don't make aren't clear. Second level suddenly couldn't hit anything, unsure why and died. Super fun game...
It has an interesting dark roguelike concept where your character's personality traits dictate your survival rules, but the actual top-down combat is deeply clunky. Managing your "taints" feels more like fighting the awkward controls and inventory system than enjoying a good RPG run. Sadly, the cool ideas drown in poor execution.
💋
ugly boring nonsense game
玩起来根本不行,而且没中文
[h1]Soulblight: ¿Un Viaje Obscuro o Simplemente Un Callejón Sin Salida?[/h1] [h2]Resumen[/h2] Si alguna vez te has preguntado qué pasaría si mezclaras una ensalada con algo de pathos oscuro y condimentos de frustración, ¡felicidades! Tienes Soulblight. Este calabozo crawler prometía mucho en teoría pero en la práctica, parece que dejaron el alma (o Soul, para los amigos) guardada en algún otro juego. [h2]Aspectos importantes e interesantes[/h2] Debemos reconocer los intentos de innovación que Soulblight trata de incorporar en el formato algo gastado del roguelike. La mecánica de \corrupción moral\ que afecta cómo juegas y cómo reaccionan los NPC es interesante... cuando funciona. Además, si eres fanático de los gráficos que te hacen sentir en una mazmorra sin necesidad de salir de tu casa, ¡esto podría ser un plus! [h2]Aspectos por mejorar[/h2] Oh boy, ¿por dónde empezar? Si alguna vez quisiste playtestear todos los niveles de frustración humana posible, el sistema de combate de Soulblight podría ser tu mejor amigo. Es más duro que un examen final de matemáticas, pero sin la satisfacción de aprender algo útil. La IA parece haber sido diseñada por un sádico que pensó que \desafío\ es sinónimo de \injusto\. Además, entre bugs más frecuentes que un buffet de buffet, lo hace un táper lleno de sorpresas indeseadas. [h2]Tabla de Puntuaciones Soulblight[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación[/th][th]Comentarios[/th][/tr] [tr][td]Jugabilidad[/td][td]3[/td][td]\Innovador pero insoportablemente frustrante.\[/td][/tr] [tr][td]Dificultad / IA[/td][td]2[/td][td]\¿Masoca? Esto es para ti.\[/td][/tr] [tr][td]Contenido[/td][td]4[/td][td]\Mucho por hacer, poco que valga la pena.\[/td][/tr] [tr][td]Vídeo / Gráficos[/td][td]6[/td][td]\Adecuado, pero olvidable.\[td][/tr] [tr][td]Historia[/td][td]5[/td][td]\Intentos débiles de narrativa cautivadora.\[/td][/tr] [tr][td]Ambientación[/td][td]5[/td][td]\Sí, definitivamente es oscuro y tétrico.\[/td][/tr] [tr][td]Efectos[/td][td]4[/td][td]\Tan impresionantes como un truco de magia fallido.\[td][/tr] [tr][td]Música[/td][td]6[/td][td]\Apropiada pero no memorable.\[td][/tr] [tr][td]Voces[/td][td]3[/td][td]\Pocas y poco inspiradoras.\[td][/tr] [tr][td]Diversidad[/td][td]3[/td][td]\Tan variado como un menú fijo.\[td][/tr] [tr][th]Total Puntuación[/th][th]41[/th][/tr] [/table] [h3]Evaluación de Compra[/h3] Si la puntuación total es menor a 50, mi consejo es: [b]no lo compres[/b]. Tal vez en una venta con un descuento muy, pero muy generoso podrías considerar darle una mirada... o mejor aún, ¡invita a alguien que no te caiga bien a jugarlo!
I got this for free from one of those random CD key things and I'm sorry if the key that I got was a stolen one, but that sympathy doesn't travel over to my opinion of Soulblight. I see a good idea for a game, but, it just ain't there, the game gets repetitive real fast and its not all that fun. The controls really need to have a remapping option, and not just a few different button combinations. The story is there, but it doesn't keep me all that engaged. If this game does ever get updated again, I'd recommend adding a way to skip going back to that hub area every time you die, because that just helps drags the game into the pits of boredom. Would I recommend Soulblight? Nah.
I played this for only 9 minutes and already got annoyed by the controls. If you're going to be a keyboard-only game you should a) use the arrow keys for movement and b) allow keybinds to be changed. Using WASD + Tab + JKL is really awkward, especially because you have to hold Tab constantly. The game itself is also awkward. It's top-down and has an artstyle that makes it hard to tell what things are. You have to hold Tab for everything related to the inventory. The tutorial poorly explains what to do. I got to some machine, i briefly saw some interactive option on it and then it killed me with a deathbeam. And this was the tutorial for switching targets? It's all very off-putting.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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