
Screenshots

Watch trailer on Steam ↗V.E.D.A: The Awakening of Souls
Tripearl Games · Published by Tripearl Games · Official site ↗
Last updated 28 Sept 2026
V.E.D.A is a Soulslike training game with weighty combat and exploration. The protagonist, awakened with no memory, undergoes combat training in a training simulator and uncovers hidden secrets. You too can enter the Soulslike genre. Don't hesitate.
Embark on a journey as a memoryless protagonist who awakens to find themselves in a training simulator. Engage in intense combat and explore to unlock the mysteries that lie ahead, diving into Tripearl Games' Soulslike experience.
About this game
Master the Art of Soulslike Combat
V.E.D.A is a Soulslike game where you can train and learn the unique combat system.
Not only those who enjoy Soulslike games, but also those who try for the first time can enjoy the thrilling achievements.
Through the rigorous training simulator, created by the super AI V.E.D.A, you can also experience the unique combined roguelike system.
Humanity’s Last Hope - The Super AI V.E.D.A
Supporting Agents With V.E.D.A’s Motherhood
In the near future, global warming caused an unfathomable disaster to humankind.
An ancient virus destroyed 90% of humanity and now inhabited by bizarre mutated creatures with methane gas in the atmosphere.
The super intelligent AI V.E.D.A commenced the emergency training simulator to reclaim the surface, and you’re the training agent!
Can you overcome V.E.D.A challenges and become the perfect agent?
But… What secrets are V.E.D.A hiding from you?
Combat That Demands Precision and Mastery
Deep, Immersive Soulslike Combat
Attack, dodge, and parry with pinpoint accuracy. Every encounter demands focus, strategy, and mastery of your weapon.
Overclock – Unleash Devastation
Charge your Overclock gauge and activate powerful, battle-turning abilities embedded in your weapon.
Timing is everything—strike at the perfect moment.
Bosses That Break You—Or Make You
Every trial culminates in a fierce boss battle that will test everything you’ve learned.
Adapt, endure, and emerge victorious.
Forge Your Own Combat Style
Choose Your Arsenal
Wield a variety of weapons, armor, and items to craft a playstyle that suits you.
Find your rhythm, experiment with different loadouts, and dominate the battlefield your way.
A Roguelike Training Program Like No Other
Train, Adapt, Overcome
At the very end of the standard training, V.E.D.A will put you to the test to become the perfect combat agent.
You must survive in every procedurally generated maps
Utilize randomly placed items to finish the ultimate training.
The Challenge Awaits
The battlefield is calling.
Will you rise to the challenge, master the art of combat, and uncover the truth behind V.E.D.A?
Enter the simulator. Train, fight, and prove your worth.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Window 10 64 bit
- Processor: Intel Core i7-11700K / AMD Ryzen 5 5600
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce 3060 8GB
- DirectX: Version 12
- Storage: 30 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
V.E.D.A Dev Update – Key Input Improvements & UI Redesign
Hello Agents!We want to share the updated features that were implemented after the Steam Playtest.1st Update: Key InputsAs many of the Playtesters have pointed out, the key mapping features have been updated.In addition, although experimental, we have added a feature for keyboard-only players (yes, no mouse gameplay).As this feature is still in its early stages, we are finding ways to improve it.Moreover, there were some changes to the Rush and Jump features in V.E.D.A.Although the evading/dodging and parkour key is the same, we have separated the jump feature from the evade/dodge key.Until the Playtest build, the rush feature was designed to be a ‘breakthrough’ feature, allowing players the freedom to find the exit without any combat with enemies.For this reason, the rush feature usually did not consume any stamina.Now, the rush feature is more of a sudden movement feature, allowing the player to swiftly move forward.This change now causes the player to consume stamina.Based on the in-game system, if the floor conditions are not met, the rush feature will automatically change to a jump, and in that case, the player will not consume any stamina.2nd Update: UI ChangesIn the previous game build, navigating through the user interface was uncomfortable (sorry🙏).We have updated this feature and streamlined the overall concept design of the user interface as well.\Navigating through the interface is done using the arrow keys.The up/down and left/right keys are embedded with specific roles, and now you can skim through the console quickly.Also, many Playtesters pointed out that the Armory’s overall design and function were not intuitive enough.And now we would like to share the more convenient, redesigned Armory with you!Today we’ve shared 2 major updates for V.E.D.A, applying your feedback as much as possible.The 8 V.E.D.A developers are working hard to transform the once boring Playtest build into a fun and playable game.We admit it is a slow process… but please hold on ...Read full article on Community Announcements (Tripearl Games)AnnouncementsOfficial
V.E.D.A – The Final Chapter of a Major Transformation
Hello Agents!Today we’re presenting the final chapter of the “Changes of V.E.D.A.”Although there were constant small changes, the core pillars of the current version had been completed.Overall Body Ratio ChangesTo emphasize the action gameplay feel, we decided to change the body ratio of the protagonist.Still, we’ve tried to preserve the original design of the character as there were users and fans liking the previous look.\\While retaining the design philosophy, we worked hard to up the quality especially by including textures to the character.Monsters Also Went Through Changes\\Matching with this new Alces design, new types of monsters were added.“Outlaw” Monster Example“Mutant" Monster ExampleOther System ChangesDiscarded Agent’s “part changing” systemSimplified each “parts” to Gear, armament, and shields and improved the quality of each itemDesigned each item to have add-ons in mindIntegrated Agent’s system to the monsters, allowing various movement and expressionsReduced roguelike/roguelite elementsAs the dev team had their limits to fully complete the roguelike/roguelite system, core system was left untouched but reduced the overall content amount.Temporally limited the procedurally generated level generation system(the system is intact and is in improvement!)Excluded roguelike/roguelite equipment selection and switched to an Armory(inventory) systemThe Armory can be accessed in specific areas.Reorganized levels to a ‘mission’ based system.Currently, instead of a procedurally generated levels, each mission levels will have a fixed-type levels.Specified each levels by their difficulty to diversify gameplay experiences.Anyone can access the Tutorial mission to practice and learn the basic controls and gameplay flow.In Korea, the Lunar New Year is a national holiday, thus the overall content of this post may feel less than previous posts.In addition, Its a shame that we cannot share some aspects of our game that we like to share with you.Please refer the “About T...Read full article on Community Announcements (Tripearl Games)AnnouncementsOfficial
V.E.D.A - Experimental Features
Hello Agents!Continuing with the previous Dev Log, V.E.D.A had many experimental features when compared with today.Although we were confident with the overall art design, we believe V.E.D.A still needs an aspect that can differentiate with other games.During this development period, we did not have enough workforce to produce plentiful resources, thus, implemented a “combination” feature to promote various farming features.Basic Equippment SystemAt first, we’ve created a traditional inventory system into V.E.D.A.To greatly enforce its effectiveness with less resoureces, the “parts” system was created as well.\\\Of course… Coming back to the present, this was discarded…..This may look functional, its was actually inefficient and difficult to put intricate designs.We try to make optimal choices but there are still regrets with our choices….Level SystemFor this system, we’ve developed a procedurally generated level placement system.After creating block-style levels, the system will randomly choose blocks and create a level where users can play.Yes, Soulslike with randomized features is the worst…Still, are goal with this system was to let players experience unique elements in every level.\\\The playable levels consisted of 1 block to 27 blocks.Each floor is a combination of 3 by 3 blocks.The max size utilizes a total of 27 blocks.Combat Features Development\\\\2nd Boss “MAG” Development Begins\These are the majority of the experimental elements that we’ve developed for V.E.D.A.Even though there are elements that were discarded… But also, some are still being used in the current version.Still, one thing for sure, thanks to these experiments, many good ideas and tests were able to be done!This is all for this dev log. We hope to share more stories of V.E.D.A in the near future!P.S. Of course there were comments saying that the dev logs feels like a technical report document. Our approach was to convey the history of V.E.D.A as objective as possible. However, we acknowled...Read full article on Community Announcements (Tripearl Games)AnnouncementsOfficial
V.E.D.A - Early Days of Development
Hello Agents!We welcome you to our 2nd dev. history post.As explained in the previous post, the origins of V.E.D.A was spawned from our 2nd project, Infected Souls.Although the core system of Infected Souls was retained, the art style have been reworked to be a post-apocalypse & sci-fi style as the world design of V.E.D.A was created.To fit with the new art style, the playable character design had to go through changes as well.The overall design philosophy was to feel similar with Infected Souls and provide refreshing combat action.For example, originally, V.E.D.A retained the small comic-style body size raito but added “parts” to the gear of the main character.And later on, completed the design of the beloved boss, Alces. We too were wondering “why does Alces need to wear a animal skull mask?” Unfortunately our lead concept design artist haven’t given any answers yet…🫠 The key art of V.E.D.A was finalized around this time as well. We still continue to use this key art style.Cause we love it!In addition, the overall UI design draft was finished,and as one of the main animators aboarded to our team, V.E.D.A started to make shape of the Soulslike combat that we were pursuing.*Action & Movement Test*Block, Hit, Parry Test 01*Block, Hit, Parry Test 02*Hit Bone Shake*Wall Attack Reaction Test And FINIALY!After 4 months of hard work and development, the first playable boss combat was created.Comparing now and then, early Alces was for sure, more ferocious and brutal.Until to this period of development, V.E.D.A consisted contents for the boss combat.There were flaws back then but know we are wondering whether the early version of the Alces boss fight still holds up today.Leave a comment if you’re interested or not to try!Thats all for today.V.E.D.A’s journey still continues on.Read full article on Community Announcements (Tripearl Games)AnnouncementsOfficial
Origins of V.E.D.A - "Infected Souls"
Hello Agents!Some of you might have wondered ‘where did V.E.D.A came from?’Well, the origins of V.E.D.A came from the project called “Infected Souls.” before Infected Souls, there was an unannounced project, which we hope the first project will come to light soon 🙌 Infected Souls, codename “Project B,” was aimed to be a Soulslike game, but with a different designed from V.E.D.A.The first approach of Infected Souls was to create a more accessible Soulslike, and the first step was to implement short but cute character design.In result, the first concept character art was based on medieval style, short and confident designs were created.- Early character concept ideas- Expanded character concept. Some design aspects are implemented in V.E.D.AThe overall play style of Infected Souls was different from V.E.D.A in the beginning.Infected Souls was mainly focused on monster combat, rather than exploration, in a limited sized level.But we tried hard to retain the core combat design philosophy of Infected Souls in V.E.D.A.- Combat level layer- As we considered a mobile version, this is an example shot on smartphones- A screenshot and photoshoppingAlthough there were changes when V.E.D.A started development, Infected Souls’ combat system and overall concept idea are not discarded.We’ve constantly aimed to improve V.E.D.A based on the roots of Infected Souls.Here are a few pre-prototype development videos.This is where V.E.D.A started from! As you can see, very “different“ from the current V.E.D.A combat system.- Hit execution- Hit with shake- Lock OnWe do want to share more, but… We couldn’t find any more 😭Not all hope is lost! As we still have the original source data of Infected Souls, we could record new videos to share with you.Personally, after revisiting Infected Souls, lots of nostalgia kicked in 🥲Hope to see you very soon 👋Read full article on Community Announcements (Tripearl Games)






