Soulbound: Online

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Fight Together. Die Together. Loot Forever.

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.

A New Take On The MMO: Where Every Dungeon Run Is Different

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.

100+ Ability and Relic Combos To Build Out

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.

Explore A Huge, Shared Open World With Friends

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.

Customise Your Character With Hundreds of Gear Pieces and Thousands of Looks

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.

Build Your Home, Tend To Your Farm and Level Up Your Stations

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.

Something Is Wrong With This Lore Rich World

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.

Key Features

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!

Ролевые игрыИнди

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-10400F / AMD Ryzen 5 3600
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 1650 / AMD Radeon RX 570
  • Network: Broadband Internet connection
  • Storage: 800 MB available space

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i7-12700 / AMD Ryzen 7 5800X
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce RTX 3060 Ti / AMD Radeon RX 6700 XT
  • Network: Broadband Internet connection
  • Storage: 800 MB available space

Отзывы

342 положительных из 591 отзывов

51

Игрок 8251Рекомендует462 ч в игре

Idk why this game has mixed reviews tbh. I've got a fair amount of hours in it and paid like 15 bucks. That's a deal. People keep review bombing it over old stuff that isnt even true anymore. The game gets patched every single week and genuinely gets better each time. The 16 hour crafting timers everyone was mad about? Gone. They just deleted them, buffed resource drops, doubled generator power. Whatever people were mad about last week is usually fixed by friday. The devs actually read the discord and do something about it which is wild for an indie team. Gameplay is what hooked me though. Its like an action roguelike meets an mmo. The dungeons are fast paced and decently challenging with many difficulty levels, Your gear stats+Abilities you choose and the upgrade relics you select to those abilities in a run determine how strong you get. Solo or with up to 2 other people, Raids coming soon, 'home' building, fishing, farming, cosmetics, daily tasks and so on. I keep saying one more run and suddenly its 3am. Pixel art is gorgeous too. The big thing for me is that the dungeons have leaderboards. I am fairly competitive so grinding for the top scores on the leaderboards is what kept me playing way longer than i planned. Yeah its janky sometimes, its early access. Some rubberbanding, servers were rough the first few days. But its gotten noticeably better week by week, and support replied to a ticket in like 5 min once which is not a thing that happens. Crypto stuff from the old reviews is all gone btw. Just a normal paid game now, no tokens no nfts. If you enjoy numbers go up stuff, try this one.

39

Игрок 2539Рекомендует514 ч в игре

Recommended: Mixed — solid bones, but the roadmap is solving the wrong problem first Soulbound has a strong combat foundation and a genuinely fun early crafting/base-building loop. But the core progression loop has enough friction that I don't think the game is ready for the direction its own roadmap is taking it. The roadmap is over-indexed on social/horizontal systems the current game can't support. Guilds, an auction house, and large-group raids are all coming, but none of that matters if players aren't sticking around long enough to need them. Right now the fundamentals — solo viability, meta-progression, matchmaking — aren't solid enough to justify building social infrastructure on top of them. I'd rather see a refocus on retention and core-loop health before scaling out. Matchmaking effectively fails at Collapsing tier and above. It overwhelmingly does not fill parties for this content. The clears I did manage at this tier came from manually recruiting in chat, not the matchmaking system — and notably, running with even one additional player made content that's brutal solo almost trivial. That gap tells you the difficulty is tuned around a party size the matchmaking system doesn't actually deliver. Two fixes, either would work: AI-controlled companion/matchmaking allies to fill parties when the population can't, or retune solo-difficulty scaling so it's actually feasible without relying on a matchmaking system that doesn't function at this tier. Difficulty scaling is a cliff, not a curve. The jump from Fractured to Collapsing is disproportionate — gathering, crafting, and core skill leveling all spike hard right at this transition. Smooth the difficulty within each tier instead of concentrating the jump at the boundary; the first Collapsing dungeon should be only marginally harder than the last Fractured one. No meaningful meta-progression loop. Nothing rewards repeated clears beyond direct gear drops — no seasonal ladder pull, no account-level progression, nothing pulling you back in once you hit a gear plateau. This is the retention gap that makes the social-systems roadmap premature. Skill leveling is weapon-gated, undercutting the game's own build-autonomy pitch. Leveling Strength currently only progresses through sword or hammer use, despite the game marketing 100+ swappable build paths and a classless system. Some listed alternate training options don't appear to be implemented yet — this reads as unfinished rather than intentional. Crafting times for Bars and Ingots are excessive relative to gear-tier pace, and compound the difficulty cliff — you hit Collapsing under-geared because crafting can't keep up. Farming/gathering is tedious in a way that reads as time-gating. Gathering → crafting → leveling stacks three friction points right at the hardest transition in the game. Sword variants are underwhelming compared to ranged and hammer, which each have a clear niche. This compounds the stat-gating issue, since sword is one of only two weapons that trains Strength at all. Bottom line: time-gated, unfinished, and grindy in its current state. There's real potential here, but I'm concerned the published roadmap doesn't address what's actually causing players to disengage — it's building outward (guilds, raids, social systems) before the core loop gives people a reason to stay in the first place.

06

Игрок 5406Не рекомендует165 ч в игре

UPDATE: New patch came and nothing has been fixed. But now there is a huge display lag, so you click anything and wait 5-8sec for things to happen. Even the ingame mouse cursor is falling behind system one. Everything happens with a delay. It feels like controlling moon lander from earth. So the game went from barely playable to unplayable. I am about to give up on this game... --- ORIGINAL REVIEW: The game was perfectly fine till today, when they rolled in a patch that no one asked for and made crafting/mining/gathering/smithing/grinding utterly pointless. Big middle finger to everyone who played till now; literal weeks down the drain. Instead of making dungeon runs worthwhile, they made everything else just as pointless. Idk what they've been thinking; who in their sane mind thought this was a good idea? I can live with bugs and glitches and instability - that's expected from EA. But turning the entire core gameplay loop into a pointless waste of time on a whim? Yeah, nah. Thx. I'll come back in a couple of weeks to see if anything improved or when they're gonna rollback this idiotic update.

11

Игрок 0511Не рекомендует581 ч в игре

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.

97

Игрок 9097Не рекомендует1 ч в игре

just got the game today and enjoyed it until i saw a 1 minute crafting timer to get the fishing rod, and i wont be sticking around to find out how bad these timers get. my time sink is grinding dungeons and farming materials, not waiting however long for an item to be made. i would have been perfectly content if i needed to process materials and wait for that because it's something i'll probably always need more of, but if it says i have literally everything to make the finished product, i should instantly be able to get the damn finished product. i wont refund this, but hopefully it's changed in the future so i can come back and play what is otherwise a really well made game.

51

Игрок 0151Не рекомендует95 ч в игре

I feel like I am playing an unfinished mobile game that they shoved so much 2D imagery into. They we're forced to make it a PC port instead. Performance issues are all over. Not just rubberbanding mobs. Game crashed for simple things like unequipping gear. Or fishing too fast... Certain polish you would expect already dealt with before slapping a price tag on. The grind is really just left clicking. Eating food for stamina, and left clicking some more. The hack minigame involves pressing left, then up several times. Fishing involves following a fish that has no real pattern to follow. They all get to moments you start half closing your eyes from how uninteractive they are. Truly mobile gaming. The main story isn't even finished. So don't expect any suprises or secrets. The game is as barebones as it can be. There are no moments where you experience labors of love outside of the artwork for areas. There is a beautifully made underground skatepark; with a soundtrack I actually enjoyed. However you experience it once; then it becomes a barren wasteland, (all npc vanish) and you never have reason to enter again. The challenge doesn't exist. There is something for the first little bit as you get your footing. However there is nothing to actually sustain your enjoyment. No dopamine hits from drops. You can find it in crafting some items. However you're spending excessive hours half afk with a dull expression on your face mining/gathering, then smelting for half a day of REAL TIME, just for the chance of that item craft. Which in retrospect, is a really good design. But it needs a fullfilling game worth that grind. There is nothing here to sustain a MMO environment. AFK simulator. You just don't realize it til mid difficulty. Moment I did, I completed the hardest difficulty solo within the same hour. Much rather would havent spent my time upgrading an actual talent tree, finding weapons and exploring secrets inside a real roguelite. I have grinded enough MMORPG's at this point to know this game will defnitely have its sunset.

53

Игрок 4453Рекомендует144 ч в игре

Soulbound: Online acabou levando uma cobrança pesada no lançamento e, até hoje, exige uma paciência absurda de quem decide jogar. Eu preciso ser bem sincero: o jogo ainda me irrita em vários momentos. É extremamente cansativo sentir que nós, jogadores, fomos transformados em testadores pagos para ficar caçando bug, lidando com erros bizarras em atributos de itens e engolindo uma sequência de nerfs pesados que desequilibram o progresso do nada. Como o jogo ainda tá em acesso antecipado, é o mínimo esperar que, quando rolar o lançamento oficial, a produtora dê um belo de um agrado para valorizar quem comprou antes e aguentou esse tranco. Só que, mesmo no meio desse mar de problemas e tropeços que a equipe precisa corrigir urgente, o jogo tem algo especial que me impede de simplesmente deletar do PC. A ideia central foi o que me fisgou e continua me segurando: essa mistura de MMORPG clássico em pixel art, com agricultura, e os minigames de pesca e hack e o jeito de arruca o cafofo, junta com a correria frenética de um roguelite bullet heaven nas dungeons. Alternar entre a calmaria de cuidar do meu espaço e o caos de entrar numa dungeon com a galera para testar builds novas em tempo real é uma dinâmica que realmente funciona. Para não ser injusto, preciso dar o braço a torcer em um ponto: dá para ver que a desenvolvedora tá tentando ajustar o rumo. Aos poucos, aquela sensação de progresso travado do começo foi dando lugar a um fluxo um pouco mais leve. O crafting já não parece aquela eternidade sem fim e a movimentação pelos mapas deu uma otimizada em relação ao estado deplorável em que foi lançado. Essa liberdade de mudar de classe apenas trocando o equipamento continua sendo um dos acertos mais gostosos da jogabilidade. Soulbound: Online ainda tem uma montanha de coisas para evoluir e precisa parar de usar a comunidade para cobrir fresta de desenvolvimento. Mas, se eles continuarem corrigindo as falhas graves e mantiverem essa essência divertida das dungeons, o jogo tem tudo para se consolidar como uma experiência muito massa. O potencial tá ali, agora só resta saber se eles vão entregar o respeito e a qualidade que a gente merece no lançamento.

50

Игрок 4250Рекомендует3 ч в игре

Joguei Soulbound pela primeira vez há cerca de dois anos, quando o jogo ainda rodava pelo navegador e estava começando a transição para a Steam. Naquela época, apesar de eu já gostar da ideia do jogo, havia alguns problemas de desempenho, como FPS baixo e uma jogabilidade que nem sempre era tão fluida. Agora, jogando a versão da Steam, dá pra perceber o quanto o jogo evoluiu. O desempenho está muito melhor, a jogabilidade está bem mais suave, as animações melhoraram bastante e as dungeons estão muito mais divertidas de jogar. Pra quem teve contato com o jogo antigamente, a diferença é enorme. Dá pra ver claramente o trabalho e a evolução que aconteceram nesses últimos anos. Estou me divertindo bastante com a versão atual e ansioso para ver o que Soulbound vai trazer no futuro. Definitivamente vale a pena dar uma chance.

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