Compara los precios de Soul Reaper en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Power Level Studios Inc.. Publicado por Power Level Studios Inc.. Lanzado el 30/9/2020. Disponible en PC. Géneros: Adventure, Indie, RPG, Strategy.

Creature-collecting meets Diablo-style loot in a compact indie RPG that rewards squad theorycrafters but leaves grind-tolerant players more satisfied than anyone craving a meaty endgame.

I went into Soul Reaper expecting a lightweight monster-collector and walked out with a spreadsheet of soul-socket combinations scribbled in the margin of my notes. The core hook is genuinely clever: every enemy you defeat in turn-based combat has a chance to drop its soul, and that soul is a multi-purpose resource you can deploy in at least five distinct ways. Slot it into your 3x3 battle grid as a fighting unit, fuse it with another creature to push its XP, feed it directly to the Reaper himself to boost his strength, agility, intelligence, or vitality stats, or smith it into a loot piece as a gem-like socket bonus. That is a lot of decision surface for a solo indie game, and for the first several hours the constant question of "what do I spend this soul on" provides real strategic texture. The battle system leans on classic side-view, turn-based combat familiar to anyone who grew up with early Final Fantasy titles, layered on top of a type-advantage chart: Fire beats Earth, Earth beats Wind, Wind beats Water, Water loops back to Fire, with Dark and Light cancelling each other and Poison handling damage-over-time work. Positioning on the 3x3 grid matters too, since individual monsters have unique area-of-effect attack patterns, meaning a well-arranged squad can cover rows or blast the full enemy formation, while a careless arrangement gets punished hard. The Vault itself spans three biomes, Volcanheim, Elysium, and Polarus, each with its own climate, creature roster, and overworld obstacles that only unlock after defeating the region boss and claiming its traversal ability. That Metroidvania wrinkle adds a worthwhile incentive to revisit cleared areas. Where Soul Reaper starts to wobble is in the mid-to-late game pacing. Bosses act as firm narrative gates, which is fine, but the content between them leans almost entirely on feat challenges that repeat the central soul-reaping loop until it feels thin. Early reviews flagged this grind issue and the Steam reception, sitting at a mixed score from a small review pool, reflects a playerbase split between people who find the loop hypnotic and people who bounce once the novelty fades. There are also persistent reports of minor bugs, an inventory cap that can swallow rewards silently, and a display language requirement locked to English that limits accessibility. The developer was active in patching during the early access period, though how much post-launch support has continued is unclear from community signals. For strategy-minded players who like to min-max loot rarities (Common through Legendary, with drop rates worth tracking) and experiment with squad compositions across nine possible monster slots, there is a real game here. The Fragment system adds a light branching layer: which of the seven elemental Reaper variants you select shifts NPC dialogue and story beats, giving completionists a structural reason to replay. Newcomers should not be scared off by the systems density. The official forum guide is clear, and the overworld offers a battle-speed toggle up to three times normal pace plus the ability to avoid random fights entirely by outmaneuvering enemies, both of which make the early hours less punishing than they look. This is a small-studio debut that bit off an ambitious design, executed most of it, and left a few rough edges showing. The soul resource economy is the standout idea and it mostly holds up. Just go in knowing the back half demands patience with repetition. Diego, Scout Team

Soul Reaper

Soul Reaper

30 sept 2020Power Level Studios Inc.
GamerScout opina

Creature-collecting meets Diablo-style loot in a compact indie RPG that rewards squad theorycrafters but leaves grind-tolerant players more satisfied than anyone craving a meaty endgame.

PC
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I went into Soul Reaper expecting a lightweight monster-collector and walked out with a spreadsheet of soul-socket combinations scribbled in the margin of my notes. The core hook is genuinely clever: every enemy you defeat in turn-based combat has a chance to drop its soul, and that soul is a multi-purpose resource you can deploy in at least five distinct ways. Slot it into your 3x3 battle grid as a fighting unit, fuse it with another creature to push its XP, feed it directly to the Reaper himself to boost his strength, agility, intelligence, or vitality stats, or smith it into a loot piece as a gem-like socket bonus. That is a lot of decision surface for a solo indie game, and for the first several hours the constant question of "what do I spend this soul on" provides real strategic texture. The battle system leans on classic side-view, turn-based combat familiar to anyone who grew up with early Final Fantasy titles, layered on top of a type-advantage chart: Fire beats Earth, Earth beats Wind, Wind beats Water, Water loops back to Fire, with Dark and Light cancelling each other and Poison handling damage-over-time work. Positioning on the 3x3 grid matters too, since individual monsters have unique area-of-effect attack patterns, meaning a well-arranged squad can cover rows or blast the full enemy formation, while a careless arrangement gets punished hard. The Vault itself spans three biomes, Volcanheim, Elysium, and Polarus, each with its own climate, creature roster, and overworld obstacles that only unlock after defeating the region boss and claiming its traversal ability. That Metroidvania wrinkle adds a worthwhile incentive to revisit cleared areas. Where Soul Reaper starts to wobble is in the mid-to-late game pacing. Bosses act as firm narrative gates, which is fine, but the content between them leans almost entirely on feat challenges that repeat the central soul-reaping loop until it feels thin. Early reviews flagged this grind issue and the Steam reception, sitting at a mixed score from a small review pool, reflects a playerbase split between people who find the loop hypnotic and people who bounce once the novelty fades. There are also persistent reports of minor bugs, an inventory cap that can swallow rewards silently, and a display language requirement locked to English that limits accessibility. The developer was active in patching during the early access period, though how much post-launch support has continued is unclear from community signals. For strategy-minded players who like to min-max loot rarities (Common through Legendary, with drop rates worth tracking) and experiment with squad compositions across nine possible monster slots, there is a real game here. The Fragment system adds a light branching layer: which of the seven elemental Reaper variants you select shifts NPC dialogue and story beats, giving completionists a structural reason to replay. Newcomers should not be scared off by the systems density. The official forum guide is clear, and the overworld offers a battle-speed toggle up to three times normal pace plus the ability to avoid random fights entirely by outmaneuvering enemies, both of which make the early hours less punishing than they look. This is a small-studio debut that bit off an ambitious design, executed most of it, and left a few rough edges showing. The soul resource economy is the standout idea and it mostly holds up. Just go in knowing the back half demands patience with repetition.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:indieMonster CollectorSoul Economy3x3 Grid TacticsLoot SocketingType AdvantageBiome ProgressionMetroidvania-liteFragment SystemStat AllocationIndie RPG

Requisitos del sistema

Mínimos

OS
10
Memory
2 GB RAM
Storage
5 GB available space
Graphics
128MB
Processor
2GHZ

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Memory
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Información del juego

Desarrolladora
Power Level Studios Inc.
Distribuidora
Power Level Studios Inc.
Fecha de lanzamiento
30 sept 2020

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¿En qué plataformas está disponible Soul Reaper?

Soul Reaper está disponible en PC.

¿Cuándo se lanzó Soul Reaper?

Soul Reaper se lanzó el 30 de septiembre de 2020.

¿Quién desarrolló Soul Reaper?

Soul Reaper fue desarrollado por Power Level Studios Inc..