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Solheim

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Solheim

Noktula Studios · Published by Noktula Studios

4 user reviews — 100% positive (4 reviews)

Last updated 28 Sept 2026

Tower defence meets roguelite on a moving fortress. Craft towers from blueprints, stack powerful augments, and fight through escalating biomes in Solheim, a dark fantasy TD unlike any other.

Early AccessDJCTQ 14

£7.15

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £7.15 · Highest: £7.1528 Sept 2026

Action, Adventure, Indie, Strategy, Early Access · 2026 · More £5 - £15 games

About this game

The flame is dying. You are the last one who can carry it.

In Solheim, you ride a moving Ark through a corrupted world, mounting towers on its deck and recruiting petrified heroes to fight alongside you. Your mission: carry the last sacred flame across deadly biomes and restore it to the Pyreveil, the divine tree that once kept the darkness at bay.

This is not a tower defence game where you sit and wait. The Ark moves. The enemies swarm. And every run, you come back stronger.

Key Features

A Tower Defence Game That Moves

Your Ark travels through corrupted biomes on a fixed path. You build towers directly on its deck, choosing where each one sits and what it covers. When enemies attack from the left, your right-side towers can't help. Placement isn't just important, it's everything.

Recruit Heroes From Stone

Across the world, legendary warriors stand frozen, petrified the night civilization fell. Your Ark's sacred flame can free them, each hero joins your crew with unique abilities.

Roguelite Runs With Real Choices

Every event rewards you with blueprints, gold, and augments. Blueprints are generic, YOU choose which tower to craft. Augments stack infinitely, shaping your build run by run. No two runs play the same.

A World That Wants You Dead

The Morrith, the ancient consciousness of the land itself,  has reclaimed Solheim. Forests twist into predators. The ground spawns horrors. Every biome is a descent deeper into her territory, ending with a colossal boss that tests everything you've built.

A Hub That Tells a Story

Between runs, return to camp. Talk to your heroes. Hear their stories. Learn what the world was like before it fell. Meet Aldric, a mysterious old man who knows far too much about the ancient past. The story unfolds through dialogue, not cutscenes, the narrative lives in the quiet moments.

Craft, Upgrade, Adapt

Seven tower types across five rarities. Cheap towers get you through the early game. Sell them. Rebuild as Rare, Epic, Legendary. Each rarity multiplies power dramatically. Your economy decisions matter as much as your tower placement.

The Sacred Vow

"While my flame still burns, the darkness shall not pass."

Every Flamekindred swore this oath. The highest rank fell to corruption. The warriors were turned to stone. And now the lowest, an Ember, an apprentice that carries the last flame on a journey that was never meant for them.

Five biomes to prove the darkness wrong.

Who Is This For?

If you love:

The roguelite structure, hub storytelling, and "one more run" feeling

Satisfying tower defence with personality

Mixing hero action with tower building

The atmosphere and the stakes

...then Solheim was built for you.

Early Access

Solheim launches into Early Access with 2 complete biomes, 7 tower types, 5 recruitable heroes, 6 event types per biome, boss encounters, full roguelite progression, and a narrative that unfolds across every run. We're a 3-person studio building the game we've always wanted to play and we want your feedback to shape what comes next.

Join our community on Discord, Instagram, TikTok and X

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 i5-4460 / AMD FX-6300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 750 Ti / AMD Radeon R7 260X (2GB VRAM)
  • DirectX: Version 11
  • Storage: 4 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 64-bit
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GTX 1060 / AMD Radeon RX 580 (4GB VRAM)
  • DirectX: Version 11
  • Storage: 4 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    The Flame Still Burns - Solheim's 90-Day Challenge Begins

    Greetings, Flamekeepers,It’s been quiet around here since April. Too quiet, and that’s on us.The three of us have been heads-down building toward 1.0, but over the past few months we learned a hard lesson:Building the game is only half the journey. If nobody can see the flame, it might as well not burn. So here’s the truth, out in the open: Since launch, Solheim has sold 20 copies. We have three reviews, all positive, and we’re genuinely grateful for every single one. The game works. It’s just invisible. And we’re done letting it stay that way.The 90-Day ChallengeStarting now, we’re running a public experiment: Take Solheim from unseen to seen. Our goals are on the record:100 sales20 positive reviewsBuild a community of like-minded people Every week, we’ll do our best to share an update on how we’re doing. You’ll get to see the wins, the setbacks, the experiments, and everything in between. We’re also documenting the journey on TikTok and Instagram at @noktulastudios, if you want the behind-the-scenes version. What this means for the game. Development never stopped. Early Access still means exactly what we promised at launch:We’re building Solheim WITH you. Your feedback in the discussions helps shape what we work on next. We read every post, and your ideas can directly influence the future of the game. How you can move the counter:If you own Solheim and you’ve enjoyed your time with it, there’s one incredibly helpful thing you can give a small indie studio: A positive review. Reviews make a huge difference in helping an indie game get discovered, and we’re currently sitting at just 3. If you’ve been meaning to leave one, now would mean the world to us.And if you’ve been watching from the sidelines…The Ark has room for one more. The flame was never out. Now we’re going to carry it somewhere everyone can see it.See you on Solheim. Let the fire guide you, The Noktula Team
    Read full article on Community Announcements (noktulastudios)
  • Patch NotesOfficial

    Hotfix

    Hotfix Notes Greetings Flamekeepers, We rewrote the save system after slot isolation bugs were corrupting progress between saves. Each slot is now fully its own game and works as initially designed. Fixes Save system updated. Each slot holds its own currency, augments, placed Ark towers, and run progress with zero leakage between them. Mid-run state now persists properly across main menu and full game restarts, so continue drops you back exactly where you left off, towers and all. Biome 2 events fixed. Several biome 2 events were not functioning properly. They now run as intended. Tend the flame, hold the Ark, and we'll see you on the road ahead. Let the fire guide you, The Noktula Team
    Read full article on Community Announcements (noktulastudios)
  • Patch NotesOfficial

    Hotfix

    Hotfix Notes Greetings Flamekeepers, Small but important hotfix going out today. A couple of things weren't behaving the way they should during runs, specifically around Ark events and the Ark's max health, so we pushed a fix as soon as we had it locked in. Short patch, straight to the point. Fixes Ark events tuned. Several events weren't running properly, with timers, spawn pacing, and completion conditions not behaving as intended. Events have been improved so they now play out cleanly from start to finish without stalling. Ark max health. The Ark's max health wasn't scaling correctly across the run. Tend the flame, hold the Ark, and we'll see you on the road ahead. Walk safe, burn bright, The Noktula Team
    Read full article on Community Announcements (noktulastudios)
  • Patch NotesOfficial

    Hotfix

    Hotfix Notes Greetings Flamekeepers, A quick follow-up hotfix from the Noktula team. We caught a handful of issues that were breaking runs and chipping away at the experience, and we wanted to get them patched as fast as possible. Thank you to everyone reporting bugs in the threads, you're making the game better with every post. Fixes Wandering Merchant icons restored. Dark Relics and Soul Essence icons were missing from the Wandering Merchant screen, leaving entries blank. Both now display correctly. Transparent shader fixed. The transparency of the models when the player was behind them was not working properly. Augment descriptions corrected. Several augments had broken or incomplete description text. Tooltips now read properly so you know exactly what you're picking up. Craft menu spacing adjusted. Layout in the craft menu has been adjusted for cleaner readability and a more comfortable browsing flow. Event completion bug fixed. Some events were failing to close out properly, which could leave the run in a corrupted state and prevent further progression. Towers no longer stall mid-event. Towers were occasionally stopping their attacks partway through an event. They now stay active and firing for the full duration, as intended. Heroes stay in the fight. Heroes were sometimes dropping out of combat during events instead of holding the line. They now keep engaging enemies continuously until the event ends. Keep the reports coming. Every bug thread helps us track these down faster, and we read every one. May your flame never fade, The Noktula Team
    Read full article on Community Announcements (noktulastudios)
  • Patch NotesOfficial

    Hotfix

    Patch Notes Greetings Flamekeepers, A quick stability patch, focused on save reliability and squashing a few stubborn bugs that were standing between you and a proper run. Huge thanks to everyone who took the time to report these. Fixes Hard currency now saves correctly. Previously, hard currency earned during a run wasn't being written to your save file, causing balances to roll back on reload. Your wallet now carries over between sessions, exactly as it should. Save system overhaul. Reloading into a save was producing inconsistent state across several systems. The save and load pipeline has been reworked from the ground up, so picking up where you left off now restores your progress cleanly, with no lost data and no broken state. First-time experience guidance added. New players were being dropped in without direction. The tutorial now features proper guidance prompts that walk you through the core loop, so your first run feels like a welcome rather than a guessing game. Health now resets correctly after death. Health values were carrying over incorrectly through the death and respawn cycle. You'll now respawn at full health, every time. Keep the reports coming. Your bug threads and feedback are what make these fixes possible, and we read every one. See you in the dark, The Noktula Team
    Read full article on Community Announcements (noktulastudios)

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