
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 | $14.99 | 25.7Kreviews | 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 977 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have no idea what I'm doing.
I absolutely love this game. For a good while, I was addicted to it and played only this game. The graphics are great, the story is interesting. The progression is absolutely wonderful. And there are so many workable builds. I had several 'favorites' as the progression went forward. It was utterly wonderful. I wish I could play it again from the beginning, but everything is done now. Worth every penny.
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
| $14.99 |
| 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 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Heckin awesome
Im new to this kind of game, i play so much and the stage seems to never end, its a good game, but when will it end? Is it has any ending at all?
[b][u]Gameplay[/u][/b] Soulstone Survivors is a very generic survivors-like game from the art style right down to the build possibilities. But I'm more compelled to class it as a different genre that is becoming more and more common in 'survivor-likes'. This is what I call an 'AoE-Hell' game. We started with bullet hell games and bullet heaven/survivor-likes evolved from them. Then here (as with many others in the genre lately), in a half-assed attempt to add back some difficulty to the genre, they devolved the gameplay to a point where essentially, [i]the floor is lava[/i]. [b][u]Graphics[/u][/b] The graphics are fairly decent, though the art direction is pretty generic and enemy death animations are extremely lacking and visually unsatisfying. Most skill effects have exceptionally well done animations, but unfortunately thier visuals quickly make it impossible to see. You can conveniently increase or lower the opacity of your skill effects mid-game via hotkeys, but many skills are far more visually obstructive than others. So to be able to see past them, 4 or 5 out of your 6 skills must be reduced to the point that they are completely invisible which largely ruins the appeal in this genre. [b][u]Upgrade/Build Variety[/u][/b] The game does have an incredible amount of content that makes it well worth the price, but the content within also leaves so much more to be desired in the way of build diversity. There are [i]hundreds[/i] of skills (attacks) and over 20 characters to choose from, but basically every build comes down to the exact same template; 1 or 2 attacks where the skill's damage is multiplied based on a buff/debuff and the rest of your attacks are purely there to stack those buffs/debuffs. Every single buff and debuff has at least 1 damage multiplying skill that far outperforms any DoT or regular damage build. Other builds are largely underpowered except for summon builds. While summon builds do not 'entirely' rely on multiplying buffs/debuffs to perform exceptionally well, the summons are terribly unoptimized and will absolutely [i]obliterate[/i] your frame rate. The level-ups suffer from the rarity system that many other survivor-likes do, where you tend to take the higher rarity skills rather than the ones you'd like to upgrade, eventually resulting in higher total stats across the board, but removing a lot of the agency when leveling up. There are still some choices to be made, but they tend to come down to how much total % increase to your damage the upgrades will make. With attack frequency, multi-hit and area, you will almost always get more power by choosing lower tier upgrades that effect all of your skills, rather than rarer quality upgrades that target specific skills. While the opposite is true for damage upgrades, you only want to choose the ones that will upgrade your main or secondary damage skills because of the way their damage gets multiplied by buffs/debuffs. Multi-hit soft caps far too quickly compared to other stats, so it's a lower priority upgrade in general. This also makes one of the runes (which you can only equip so many at a time) a must have, as it increases the curve ceiling. Most skills don't have critical chance or critical damage upgrades, and critical damage is the superior choice for everything once you have 75% or higher crit chance, since it doesn't have a soft cap and the stat increase is far more than that of regular damage. So for the most part, the upgrades you will choose are going to be the same for almost every run on every character. The only real difference between characters comes from thier skill trees. [b][u]Character Variety[/u][/b] Each character has thier own skill tree and a single unique ability that unlocked at the first node. Some far better than others. Ones that particularly excell are the ones that don't require you to waste time running around picking up multiple energy spawns in order to charge the ability, or having standing still in an energy charging zone while completely vulnerable to the absurd amount of enemy AoEs, the energy to charge the ability simply comes directly from killing enemies. These abilities, in the end, are the only things in the game that make characters feel [i]slightly[/i] different from one another. [b][u]End Game Content[/u][/b] The end game comes with plenty of optional grind. From difficulty tiers to infinite weapon upgrades and material farming, so if you love watching the numbers get higher and higher you will never hit an end to progression. There are 3 different endless modes; standard endless, overlord and titan hunt (but only the latter 2 reward enough to be worth playing). [b][u]Overall[/u][/b] The game is worth the price if you are looking for a new survivor-like, but the only part where it truly stands out is that there is an endless amount of progress to work towards.
Puro svago
great game
Gostei muito desse jogo, tem bastante coisa para fazer e não se torna enjoativo.
Juegardo, buen platino, good soup
It is junkfood for when im drunnk
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.
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