
Soulbound is a pixel-art action roguelite with an MMORPG overworld. Run fast-paced bullet-heaven dungeons solo or in 3-player co-op, raid bosses, craft gear from your loot, and build out your personal base. Join thousands of players in the quest to explore, trade, and build a new world.
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.
Reviews, worldwide (the counter carries no country): 3.29/day in the week to Sep 11 → 3.86/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
Soulbound is a pixel-art action-MMO where every dungeon run reshapes your build. Charge into roguelite dungeons with friends in 3-player co-op, chain devastating ability combos from 100+ combinations, and return to a living open world where you farm, craft, and uncover a mystery that runs deeper than any dungeon floor.
Soulbound splits its world in two: a shared overworld full of quests and adventure, and brutal instanced dungeons that never play the same way twice. Every floor reshuffles encounters, hazards, and loot and every room unlocks new relics that warp your abilities in ways you didn't plan for. This is a one of a kind MMO-meets-roguelite hybrid that fuses our favourite meta progression systems with the chaos of survivor-like combat.
Enter the dungeon and pick from 10+ abilities that create unique class builds with branching relic paths. Stack a chain-lightning relic on your mage's Pyrosphere and watch mobs evaporate. Layer life-steal onto a berserker's hammer and turn your AoE into a heal for your party. Every relic run offers new synergies you've never tried, and the best builds are the ones nobody planned.
As you swap your gear, you swap your class instantly. Tank for your friends on Monday, rain bullets on Thursday, your character is every class you want it to be, whenever you want it to be.
Step out of the dungeon and the pace shifts. Soulbound's open world is a shared space where thousands of players farm, gather, trade, and quest side by side. Tend your crops, fish a quiet river or stumble into a quest line that unlocks an ability you didn't know existed. The overworld is where you discover the skills and upgrades that make your next dungeon run deadly.
Every life skill feeds back into your progression with cooking restoring stamina, gathering unlocking crafting materials for gear and buffs and mining unlocking crafting stations to build the weapons that defines your class.
Gear in Soulbound does two things: makes you powerful and makes you you. Separate cosmetic slots mean your stats never dictate your style as you collect handmade, uniquely animated pixel-art armor sets, rare cosmetic drops, and companion pets. Mix and match freely and make your character look exactly how you want.
Every player gets their own base, and it's where your meta progression lives. Inside it, you construct and upgrade stations that unlock new gear tiers, potions that tip dungeon runs in your favor, and meals that push your stamina further. Decorate every room with furniture, trophies, and a full room-layout editor. Invite your friends and start building your guild base.
You awaken inside a digital universe that feels alive… but hostile. Early in your journey, you encounter The Anima, enigmatic and malevolent entities that overwhelm you with impossible force. Death isn’t the end, however. You’re recovered by a robotic rescuer and brought to your Virelda, a safe haven, workshop, and base of operations. As a Pioneer, you’ve got a lot to do before you can stand against The Anima.
MMO × Roguelite hybrid: Persistent character progression meets instanced dungeons.
10+ distinct ability classes with branching relic paths (100+ unique build combos per run).
Classless character progression, try a new build anytime.
3-player co-op dungeons and 5+ player raids.
Handmade pixel-art world.
Deep crafting ecosystem, grow crops, upgrade stations, cook food, forge gear, brew potions.
Full player housing that you can build, upgrade, and decorate with a room-layout editor.
Separate cosmetic system with hundreds of gear pieces and cosmetic slots.
Mystery-driven narrative, uncover the truth behind the Anima through environmental storytelling.
Built for long-term play with live events, seasonal content content, new dungeon tiers, and expanding world zones.
Wishlist now or buy now to join Early-Access!
Engagement
Reviews
Themes across 393 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не понимаю почему проекты эталонных скамеров вообще попадают в Стим
At this stage, the game is technically unplayable. Setting aside all the drama surrounding the developer, here was my experience: - Entered the game and immediately got stuck because the map did not load properly (I was connected to the correct EU server). - Used the Unstuck option manually, but the game still took 1-2 minutes to load before I could proceed to the tutorial island. - Again had to wait another 1-2 minutes for characters and assets to load. There was constant rubberbanding. - Talked to an NPC and got stuck in the dialogue, forcing me to restart the game. - The same issue happened with another NPC. - Equipping gear had a noticeable input delay. - Reached the first dungeon, only to get soft-locked in the final area where nothing spawned and there was nothing to interact with. At that point, I gave up and requested a refund. Summary: Unplayable.
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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
Hours played at review time, across 393 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not sure the hate so far, really only thing ive disliked is the server lag but I mean day 1 thats bound to happen. Very cool concept for a roguelite to make it feel alive beyond the levels. Think with some server stability this game could be great.
With wipes coming, you are paying to be a beta tester for a company that doesn't value your time. Some crafts takes over 100 hours. Experience is 1-2 per mob. It's exp scaling is based on Runescape. Any hard earned effort you put into your character will be gone at launch. Imagine having your runescape account wiped after a year of playing. 2. You are paying to be a bug tester. ( STOP NORMALIZING THIS ) 3. Without wipes, at least your time is respected. But atm it is not. Go do anything else that provides progress and positivity to your day. Do not pay to be someones bug tester for a product you will eventually only have to pay more for in the future.
I have nothing nice to say about this game right now. I'm very upset that they lead us down a path of crafting gear to get good stuff and then they took all the legendary gear I had spent 100's of hours working to get and turned them into garbage. The reasoning behind it was because people said the loot in dungeons didn't feel worth it to grind. Why would you instead of improving that loot ruin others? It's such a dumb choice to make, and unless they undo it I don't see myself even wanting to play when 1.0 comes out.
Not Recommended Going to keep this straightforward for anyone on the fence. The big one: your progress will be wiped. Whatever time, effort, or unlocks you put in during this phase, don't get attached to it, because it isn't sticking around. For a game that leans on collecting and progression, that's a hard thing to swallow, and it wasn't made anywhere near clear enough up front. On top of that, the developers have a track record that doesn't inspire much confidence. Between the past history and a pattern of questionable decisions, it's tough to trust the direction this is heading, and there's little reason to believe the concerns players are raising now will be handled well later. And then there's the performance. The lag makes the moment-to-moment experience frustrating in a way that no amount of "it's still in development" really excuses when it affects how the game actually plays. I wanted to give this a fair shot, but between the wipe, the lack of faith in the people steering the project, and the technical state it's in, I can't recommend it as things stand. Maybe worth revisiting down the line, but not now.
If you like these style of games, try this. Its pretty cool and inexpensive. The community is great and will offer advice and help you in dungeons anytime you ask. Cool story, lots of mechanics.
To start with, I really wanted to love this game. Been looking for a fun pixel art MMO (in the literal sense of the term) to play for a while, and it seemed like this had potential. I played through both Demos (Bullet Fest and Next Fest) and and had concerns about the game after playing both. The performance of the game was abysmal and "log out and log back in" became such a standard "fix" for issues that the default response to players asking for help was just met with "relog". The Demos really felt like an Alpha/Proof of Concept that they were able to port the previous browser game over to a native game, but without actually spending the time to polish the game first and work out the bugs. I was concerned that these issues would be reflected in Early Access. As it turned out, Early Access released with the same set of bugs as the Demos, if not more. Time and time again the team will post that they have fixed a particular bug only for the community to point out shortly afterward that the bug still exists. The bugs can be incredibly frustrating: not being able to log in until you restart the game, not being able to use the storage system until you log out and log back in, not being able to enter your apartment, abilities flat out not working, equipment not displaying its stats correctly, the list goes on. The performance of the game is abysmal; traveling between towns and the overworld map involves passing over a shimmering "line". However, it's so rare for the first pass over the line to actually work that you become accustomed to using a strange spiraling motion to travel between zones, passing over the line back and forth as many times as you can in increasingly distant passes until it finally "takes" and transports you. Dungeons can run incredibly slow at higher difficulties; I've experienced multiple seconds per frame as the game struggles to keep in sync with the server and play the animations. Clicking on an NPC typically has a delay before their UI pops up. Nearly 3 weeks after the start of Early Access, after multiple patches and hotfixes that claim to fix bugs but ultimately fail to do so, I really can't say that I recommend this game. Yes, it's "Early Access", but It's also a frustrating non-performant bug fest that seems to be run by a team that doesn't truly understand their codebase or that even plays their own game. Maybe a couple of months down the line it'll be worth it, but for now, it's a "No" from me.
An incredible game; I’ve been waiting for something like this for years. It’s a combination of *Survivors*, *RuneScape*, and *Risk of Rain*—all in an MMO that you can play in co-op. I’m really excited to see what the developers do with it next. Highly recommended for veteran gamers who remember the good old games from back in the day.
Poo
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Active players
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Where this game's players are, estimated from review languages.
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