Compare SOULCALIBUR VI prices across trusted key stores and find the best deal. Developed by BANDAI NAMCO Studios Inc.. Published by BANDAI NAMCO Entertainment. Released on 10/18/2018. Available on PC, Xbox. Genres: Action. Metacritic score: 80/100.

Tight weapons-based fighting with a roster of classics and Geralt showing up uninvited. The combat is deep enough to keep ranked interesting, but the online experience has real caveats worth knowing before you commit.

I came into SOULCALIBUR VI expecting a comeback story after the series went quiet for years, and in most of the ways that matter it actually delivers one. The core weapons-based fighting is sharp. The 8-Way Run system lets you move in any direction on the 3D plane, horizontal and vertical strikes each have specific counters, and ring-outs punish passive play in a way that flat 2D fighters just can't replicate. This is not a game where you can mindlessly quarter-circle your way to a ranked win. The two headline mechanics are Reversal Edge and Soul Charge. Reversal Edge is a single-button counter that absorbs incoming hits, triggers a slow-motion standoff, and resolves in a rock-paper-scissors clash that each character interacts with differently. Astaroth players, for example, can use a Reversal Edge win as a legitimate win condition in its own right. It has its critics, and they're not wrong that spammers will exploit it at lower ranks, but it can be sidestepped, interrupted mid-windup with Break Attacks, and once you understand the counterplay it stops being annoying and starts being readable. Soul Charge, meanwhile, puts your character into a powered-up state with new combo routes and chip damage, and deciding when to burn your Soul Gauge on a Critical Edge super versus sitting in Soul Charge is a genuine mid-fight decision with real weight. Lethal Hits round out the mechanical toolkit: land a specific move under the right condition, such as catching a sidestepping opponent or punishing a whiffed attack, and you get an armor-break launcher that opens up serious damage. The problem is the game barely explains any of this. The tutorial is buried in menus and reads like patch notes. The roster lands at 21 base characters with DLC pushing the total to 29, pulling in familiar faces like Mitsurugi, Sophitia, Nightmare, and Ivy alongside newcomers Groh and Azwel, plus guest fighter Geralt of Rivia, who Bandai Namco actually put real work into making feel native to the game's systems. The character creator is the best in any fighting game and it will eat your afternoon. You pick from 16 races, borrow a full moveset from any existing character, and go deep on customization. The catch that bothers competitive players is that custom characters can be used in ranked, and differently-proportioned bodies can shift hitboxes in ways that affect combo consistency. That's not a small issue if you care about clean matchups. Single-player has two modes: Soul Chronicle, a visual-novel style story covering each character's arc around the Soul Edge conflict, and Libra of Soul, an RPG-adjacent campaign where your created character levels up, collects weapons, and works through a branching map of fights with modifiers like slippery stages or attack-type restrictions. Libra of Soul is longer than it looks and more engaging than the main chronicle. Neither mode will convert someone who hates fighting games, but they're genuinely more substantial than the genre average. The online lobby and matchmaking interface is clunky, loading times are longer than they should be on PC, and the ranked pool gets thinner the higher you climb. For serious ladder play this side of 2025 you are going to need a local scene or a dedicated Discord to find quality matches consistently. If you have that, the combat holds up. If you're relying purely on matchmaking, manage your expectations. Fred, Scout Team

SOULCALIBUR VI

SOULCALIBUR VI

Oct 18, 2018BANDAI NAMCO Studios Inc.BANDAI NAMCO Entertainment
GamerScout Says

Tight weapons-based fighting with a roster of classics and Geralt showing up uninvited. The combat is deep enough to keep ranked interesting, but the online experience has real caveats worth knowing before you commit.

PCXbox
Steam Deck PlayableProtonDB Gold
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Historical low: €4.29

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Screenshots & Media

About SOULCALIBUR VI

I came into SOULCALIBUR VI expecting a comeback story after the series went quiet for years, and in most of the ways that matter it actually delivers one. The core weapons-based fighting is sharp. The 8-Way Run system lets you move in any direction on the 3D plane, horizontal and vertical strikes each have specific counters, and ring-outs punish passive play in a way that flat 2D fighters just can't replicate. This is not a game where you can mindlessly quarter-circle your way to a ranked win. The two headline mechanics are Reversal Edge and Soul Charge. Reversal Edge is a single-button counter that absorbs incoming hits, triggers a slow-motion standoff, and resolves in a rock-paper-scissors clash that each character interacts with differently. Astaroth players, for example, can use a Reversal Edge win as a legitimate win condition in its own right. It has its critics, and they're not wrong that spammers will exploit it at lower ranks, but it can be sidestepped, interrupted mid-windup with Break Attacks, and once you understand the counterplay it stops being annoying and starts being readable. Soul Charge, meanwhile, puts your character into a powered-up state with new combo routes and chip damage, and deciding when to burn your Soul Gauge on a Critical Edge super versus sitting in Soul Charge is a genuine mid-fight decision with real weight. Lethal Hits round out the mechanical toolkit: land a specific move under the right condition, such as catching a sidestepping opponent or punishing a whiffed attack, and you get an armor-break launcher that opens up serious damage. The problem is the game barely explains any of this. The tutorial is buried in menus and reads like patch notes. The roster lands at 21 base characters with DLC pushing the total to 29, pulling in familiar faces like Mitsurugi, Sophitia, Nightmare, and Ivy alongside newcomers Groh and Azwel, plus guest fighter Geralt of Rivia, who Bandai Namco actually put real work into making feel native to the game's systems. The character creator is the best in any fighting game and it will eat your afternoon. You pick from 16 races, borrow a full moveset from any existing character, and go deep on customization. The catch that bothers competitive players is that custom characters can be used in ranked, and differently-proportioned bodies can shift hitboxes in ways that affect combo consistency. That's not a small issue if you care about clean matchups. Single-player has two modes: Soul Chronicle, a visual-novel style story covering each character's arc around the Soul Edge conflict, and Libra of Soul, an RPG-adjacent campaign where your created character levels up, collects weapons, and works through a branching map of fights with modifiers like slippery stages or attack-type restrictions. Libra of Soul is longer than it looks and more engaging than the main chronicle. Neither mode will convert someone who hates fighting games, but they're genuinely more substantial than the genre average. The online lobby and matchmaking interface is clunky, loading times are longer than they should be on PC, and the ranked pool gets thinner the higher you climb. For serious ladder play this side of 2025 you are going to need a local scene or a dedicated Discord to find quality matches consistently. If you have that, the combat holds up. If you're relying purely on matchmaking, manage your expectations.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerlocal-coopachievementscloud-savessteamWeapons-Based Fighter3D FighterCharacter CreatorReversal EdgeRing-Out MechanicsRanked LadderGuest CharactersSingle-Player ModesLocal Versus

System Requirements

Minimum

Processor
Intel Core i3-4160 @ 3.60GHz or equivalent
Memory
6 GB RAM
Graphics
NVIDIA GeForce GTX 1050
DirectX
Version…

Recommended

Processor
Intel Core i5-4690 3.5 GHz or equivalent
Memory
8 GB RAM
Graphics
GeForce GTX 1060 or equivalent DirectX…

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Reviews & Ratings

Metacritic
80
Steam
83%(14,192)

Game Info

Developer
BANDAI NAMCO Studios Inc.
Publisher
BANDAI NAMCO Entertainment
Release Date
Oct 18, 2018

Game Modes

singleplayer
multiplayer
local coop
Local Co-op

Languages

Audio (2)
EnglishJapanese
Subtitles (11)
EnglishFrenchItalianGermanSpanish - SpainJapanese+5 more

Features

AchievementsCloud Saves

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Frequently asked questions about SOULCALIBUR VI

How much does SOULCALIBUR VI cost?

SOULCALIBUR VI pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is SOULCALIBUR VI available on?

SOULCALIBUR VI is available on PC, Xbox.

When was SOULCALIBUR VI released?

SOULCALIBUR VI was released on 18 October 2018.

Who developed SOULCALIBUR VI?

SOULCALIBUR VI was developed by BANDAI NAMCO Studios Inc. and published by BANDAI NAMCO Entertainment.

Is SOULCALIBUR VI worth buying?

SOULCALIBUR VI holds a Metacritic score of 80/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.