
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.86/day in the week to Sep 4 → 4.57/day in the week after.
About
Soulstone Survivors is a fast-paced action roguelite where you obliterate hordes of enemies, battle colossal bosses, and forge your path to godlike power. As a Void Hunter, harness devastating skills, craft unique weapons, and unlock game-breaking synergies in your quest for power.
350+ Skills, Endless Builds – Customize your playstyle with hundreds of active and passive abilities.
Face the Titans – Overcome massive bosses that test your strategy and reflexes.
Deep Progression – Unlock characters, upgrade a vast skill tree, and shape your perfect build.
Craft & Conquer – Forge over 100 unique weapons to push your power even further.
Ever-Changing Challenges – Take on curses, explore diverse maps, and master multiple game modes.
Become a Void Hunter – Learn about the order of the Void Hunters and face the Void King himself.
Join over a million players in the ultimate roguelite experience and carve your legend in the void!
We are a tiny team that chose to stay independent and continue developing the game we love, and would like to thank each and every one of you that has helped us along the way! Soulstone Survivors would not be the same without your feedback!
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−30% | 26.8Kreviews | 91% | — | $9.8M |
| $14.99 | 2Kratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 955 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Every build, character, weapon, and run all feel the exact same. The game appears to have to much diversity, but after a few runs you learn its only surface level. What is the point of having so many characters, skills, and weapons if they all reduce down to the same thing.
While the game has a lot of content, looks and runs good, the gameplay sadly stays the same. It's always "run in circles around bosses and use skills that stack infinitely with the amount of debuffs on target". The devs add more and more characters and weapons but they never adressed this core issue. If there was an option to give a "mid" rating, I'd do that since I got a lot of hours of enjoyment out of this game. But these days, there are just better survivor games out there.
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.
Every market we collect.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Jul 23 → 4.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, French, German, Spanish - Spain, Korean, Polish, Traditional Chinese, Italian +1 more
| $9.75−35% |
| 56ratings |
| 88% |
| — |
| not modelled |
| $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.
Hours played at review time, across 960 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Though I'm giving this game a negative review, I'd like to mention that this is the perfect game to play if you're listening to an audiobook and just need something brainless to do with your hands.[/h2] There's constant progression/achievements/etc.... But the problem is that non of it changes the gameplay. The first 15 hours or so are pretty good, but by then you've seen everything you're going to. You'll unlock all kinds of new passive abilities, characters, runes, equipment, class upgrades, etc.... But none of them meaningfully effect your decision making in a run. You'll spend a majority of a run upgrading relevant passives and dodging enemy attacks while you aim your massive attacks vaguely in the enemy's direction and wait for them to die. There are summoning builds, attack builds, healing/tanking builds, and DoT builds but you play them all the same way... So inevitably it just ends up feeling like none of it matters. [h3] If the build doesn't change the way I play, then is it really a build?[/h3] I mean, look at Holocure, which is thematically lamer than Soulstone but mechanically has more varience. In Holocure each character get's three unique passives, a unique special ability, and a unique initial attack. The passives can change the way you play by incentivizing some battlefield behavior. (Damage bonus if as long as you're constantly moving, chance of healing item increases as long as your next to at least 10 enemies, stand still to gain increased attack/pickup area, etc.) The Special is usually something you can build around, like rapidly shooting out all your targeted attacks with no cooldown. (Which means you can make your build entirely out of high power projectile type moves with long cooldowns.) Unique initial attack often has a unique size/shape/rider effect which makes that character play differently in the early/mid game. In Soulstone, all your equipment and progression just makes you deal bigger numbers, or gives you a temporary buff if you collect a thing in combat every once in a while. It's always some flat buff and never something weird you can make a unique build out of. Like say, a Summon buff that only activates if I stay 5 yards from any enemy for a few seconds. (Kiting build) Or a passive that changes my dodge into a spell that swaps my location with the furthest boss. Or maybe a Tunnel Vision passive that changes all my actives attacks to only target a small area in front of me. (Forcing me to watch my flank in exchange for focused power.) Final Words: Play the demo. If you like that, then the full game is just more of that with more passive upgrades.
一个难以在前十个小时留住玩家的游戏,把完整的游戏体验放在了 30h+ 的阶段。 高重复度的割草游戏。只要20min,一局游戏就会演变为关闭所有特效利用冲刺躲避满屏弹幕的游戏,且这种躲避是永无止境的,玩完以后感到非常疲惫和无聊,且局局如此,更加遗憾的是,唯一可能产生吸引力和动力的局外成长要素并不能改变这个情况。
Its a rather boring and grindy game. It works fine, it preforms fine, but its just a rather boring survivors-like. Matches are long and it gets to the point where you don't really need to think about anything rather quickly. There is a lot of replay value, technically, but its just doing the same thing over and over again. The different characters and different maps don't really change the feeling of similarity I've gotten. Overall, if you want a survivors-like this game is competent. I've just grown bored of the game.
Игра понравилась. Приятная графика, предельно понятный геймплей, незатянутая прогрессия от которой ощутимо становишься сильнее. Даже не заметил: как и пролетели эти 100 часов. Не понравилось только одно. При помощи рун, ты можешь взять один и тот же топовый билд и раскидать его на ВСЕХ героев, с минимальными отличиями. Т.е все игры за все классы будут максимально одинаковыми и у героев не будет никакой уникальности. Я даже не читал особенности героев, так как всегда использовал свой надёжный и простой (в собирании) билд. Конечно можешь так не делать, но тогда СИЛЬНО увеличишь себе время до 100% достижений (либо до макс прокачки всех героев). Наверное было бы правильно если бы разрабы убрали такую возможность и нужно было бы играть по-разному за всех, опираясь на сильные стороны героев. А так в игре всё хорошо. Надеюсь будет больше контента и больше ачивок. А то их всего то 483 штуки на данный момент...
Неплохо, для своего жанра. Но, такой геймплей, я более чем уверен очень быстро мне наскучит, так как единственное, что ты тут делаешь, просто бегаешь. Все остальное за тебя делает игра. Ну хоть билды можно прикольные сделать. И графика более менее приятная, не то что пиксельный Vampire Survivors. Годно. Рекомендую. Подписаться.
Good game, gets very repetitive fast though. There's a ton of skills, but a severe lack of content when it comes to map variety.
The game becomes repetitive really fast and the different character builds feel so similar that they become indistinguishable from each other. It feels like there is barely any strategy to your build.
This game is a good time, BUT it has a bit of an issue. the grind is borderline asinine for the materials you need.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.1K | 45 | 76% | $7.99 | |
| $8.2K | 60 | 53% | $5.99 | |
| $5.2M | 15.4K | 92% | $14.99 | |
| $484K | 1.8K | 85% | $7.99 | |
| $123.1K | 571 | 81% | $9.99 | |
| $25.2K | 120 | 79% | $7.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.8M | 11.5K | 47% | $39.99 | |
| $9.8M | 16.2K | 90% | $19.99 | |
| $9.8M | 12.2K | 80% | $19.99 | |
| $9.8M | 19.4K | 84% | $14.99 | |
| $9.7M | 25.6K | 75% | $39.99 | |
| $9.7M | 18.8K | 95% | $24.99 |