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Soulfall

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Soulfall

King's Crown Studio · Published by King's Crown Studio · Official site ↗

Positive — 86% positive (28 reviews) · 16 achievements

Last updated 28 Sept 2026

Condemned to Hell against your will, eviscerate hordes of demons to reach the Dark Lord and reclaim your fallen soul. Forge your custom hero across nine class specializations with unique talent trees. Hunt powerful loot and carve through shifting labyrinths where your choices shape the final battle.

Early AccessDJCTQ 10Full Controller Support

£8.50

Lowest price we've ever recorded

View on Steam

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Price history

4 Sept 2026Lowest: £8.50 · Highest: £8.5011 Oct 2026

Action, Adventure, Indie, RPG, Early Access · 2025 · More £5 - £15 games

Embark on a harrowing journey as you fight your way through Hell, choosing paths that shape your ultimate showdown. With nine unique class specializations, forge your own destiny in this intense action RPG from 2025.

About this game

A Hellish World Awaits

Descend into Hell and reclaim your soul in this fast-paced ARPG-inspired survivors-like where your choices shape your destiny. Create your hero, pick your class, and fight your way through hordes of demons, slimes, and skeletons in a journey of vengeance and redemption. Collect powerful gear, level up your hero, and unlock new abilities as you venture into a world teeming with danger, where no two runs are ever the same.

Survive the Hordes

Brace yourself for an onslaught of unrelenting enemies in a Survivors-like gameplay loop. Hordes of demons swarm from every direction, forcing you to rely on your skills, gear, and quick thinking to push through increasingly deadly waves. As bosses with unique mechanics emerge to challenge you, only the strongest will survive.

Character Customization

Design your hero to match your vision. From facial features to hair color, every choice allows you to create a character that feels truly yours. Combine appearance customization with class-specific abilities to create a hero tailored to your playstyle.

Endless Loot Progression

Unearth the treasures of Hell as you fight your way through its cursed depths. Discover weapons, armor pieces, and accessories, each imbued with powerful enchantments. Every piece of loot brings you one step closer to conquering the demons.

The gates of Hell await your arrival.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-2500K or AMD Ryzen 3 1200
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 or AMD Radeon RX 560
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: Any
  • VR Support: No

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580
  • DirectX: Version 12
  • Storage: 2 GB available space
  • Sound Card: Any
  • VR Support: No

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Major Update #3 - Maps & Magic

    Maps & MagicHello again, Soulfallen. It's been quite a while since the last major update "Labyrinths & Loot", and I've kept myself very busy working on what I consider to be the largest update to Soulfall ever. I will list below some of the more prominent/noteworthy features, some QoL stuff, and then a collection of bug fixes at the end. Forsaken TrialsThis is one of the main features of the update, and the one I spent the most time working on by far. Forsaken Trials is a brand new infinitely scaling end-game mode, accessible from the second floor of Khelos. After defeating the Dark Lord in Act 4, your character can head South of the bonfire and step through the purple portal to teleport up to the Trial Hall. From there head North and find the Trial Atlas. Interacting with it will open a new Slay The Spire style UI where each node is its own unique map run built from one of 10 objectives layered onto one of 16 unique maps. To go with this I also built a new enemy spawn system based on "packs" which are pre-determined groupings of enemies that spawn together in deliberate and unique formations. There are hundreds of base packs and thousands of possible combinations, so no two trials ever feel quite the same. Every Trial run culminates in a final map boss, and defeating it unlocks the next tier of Forsaken Trials. After defeating a Trial boss and ascending to the next tier, enemies will become stronger, but rewards will increase loot will drop at a higher base item level.Magic & Rare EnemiesStarting as soon as Act 1, enemies can now spawn in as either "Magic" or "Rare", meaning they have special modifiers and boosted stats to present a more unique challenge during a run. Some rares also have new unique abilities, and both magic and rare enemies can drop the new crafting loot items that can be used to improve weapons and armor (more on that below). This is intended to add variability and some increased challenge during what would be considered "downtime" in between Eli...
    Read full article on Community Announcements (KingsCrownStudio)
  • Patch NotesOfficial

    Minor Hotfix Patch

    Very minor hotfix patch addressing/fixing the below issues: Equipment bug effecting stats negatively when equipping offhand items Beastmaster/wolf companion AI overhaul, feels much better to play now Energy shield cooldown timer was resetting on level up/stat change Equipment modifier "item rarity" wasn't effecting shrines that drop loot such as gargoyle or magic stone statue, this is now fixed
    Read full article on Community Announcements (KingsCrownStudio)
  • Patch NotesOfficial

    Major Update 2 - Labyrinths & Loot

    Labyrinths & LootHello, Soulfallen. It's been a couple months since my last major update, and I have been very busy slowly chipping away at the massive feature list I am implementing into Soulfall prior to any official "1.0" release. I am very excited for this one, as I think I have added a significant amount of depth, replayability, and build diversity that makes games like this shine. LabyrinthsThis will be the most immediately obvious aspect of the update. Previously, each Act was kind of a closed-off "open world" where there was no real direction or pathing. I have added a procedural labyrinth system that generates a completely new map/path overlaid on top of the original level each time you descend. This adds a layer of navigation (made easier with a helpful minimap) and requires situational awareness to not back yourself into a corner for an untimely death.Loot ReworkLoot and gear as you know it in Soulfall is now completely different. Your old items are still intact, and nothing has been retro-actively changed or deleted, however you may feel that your old gear is "out-dated" compared to new drops with new attributes and modifiers. I have added 60+ new modifiers, greatly increasing gear variety and making more situational "builds" that you can experiment with. Additionally, all armor is now wearable amongst all classes. This might seem counter-intuitive but I think it helps each drop feel more valuable, and due to class traits being tied to certain armor types, warriors will still generally prefer plate, hunters prefer leather, and mages prefer cloth, but you will able to experiment with strange combinations. It's worth noting that weapons are still class specific. Maybe this will change in the future but I really doubt it.Gear VendorThe gatekeeper is a pretty cool NPC, and I felt like he was under-utilized since his only utility was assigning a one time quest for a starter weapon. With the gear rework I really wanted a reliable way of getting gear outside of...
    Read full article on Community Announcements (KingsCrownStudio)
  • Patch NotesOfficial

    Major Update 1 - Relics & Rot

    Relics & Rot (and so much more)Hello, Soulfallen. It's been almost three months since Soulfall released into Early Access, and I am extremely happy to announce the first major update. This update realistically should have released a month ago, but due to a combination of me being unwilling to push certain features to a future update, as well as my old PC dying and me having to port the entire game to a new computer and a newer engine version, it took a bit longer than I was hoping. Below I will include some features that have been added.RelicsProbably one of the most exciting parts of this update is relics. These are special items that can equipped in relic slots, and change the gameplay in fundamental ways. This is where I really focused on the idea of "class synergy" and players being able to find and discover new meta builds. Relics are unlocked over time as you make your way through the 4 Acts, with the final relic slot being unlocked after beating Act 4, allowing you to begin experimenting as you work your way through the higher difficulty tiers.Act 4 OverhaulAct 4 initially started as an experiment, to see how "different" of a direction I could take a survivors style combat loop. Ultimately, I think I went overboard and the result was a pretty underwhelming Act 4. I have completely re-designed Act 4, including a new map, new enemies, new elites, while maintaining the semi-linear progression and ritual events of the original Act 4. If you enjoyed Acts 1-3 then I think you will really love Act 4.Insanity ModeIf inferno mode was too easy for you, then you will love insanity mode. With environmental hazards, random enemy spawn order, increased spawn rate, double boss spawns, and insanely scaled difficulty, this will not be an easy challenge but the rewards are more than worth it. Insanity Mode on Act 4 has the option to turn into an endless run, with an insanity Hell portal spawning next to the usual blue town portal.Insanity Runes/Endless ModeEndless insanity mod...
    Read full article on Community Announcements (KingsCrownStudio)
  • Patch NotesOfficial

    Post-Launch Hotfix #01

    Fixing some of the more common/critical bugs that have been reported so far: - Inferno mode final boss not spawning is now fixed - Rubies can now be crafted into crushed rubies, allowing for potions to be crafted - Crafting amulets now gives the actual item - Act 2 Flamemaiden boss now only awards steam achievement after she is killed - Certain shrines would cause dash cooldowns to "lock" which prevented dashing afterwards, this is now fixed - Auto-attacking no longer gets randomly paused/stops working - I am Experimenting with a fix for the forge not being able to be exited after crafting/salvaging, if this issue persists after you update please let me know - Some other smaller issues
    Read full article on Community Announcements (KingsCrownStudio)

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