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It all began with a single drop. Form it two primal forces emerged. Forces of life and death. They fought one another in a futile effort to renounce their allegiance, only to realize that to exist separately is against their nature. From that communion the Soul Tree was born and with it the world as we know it.

Soulblight is a dark, unforgiving, top-down action roguelike luring you to cross the thin line between good and evil. Instead of XP grinding, it introduces a Tainting Mechanics. While traveling through the shattered reality of the Sanctuary, you will receive personality traits based on your choices. These will be the main source of your strength. To harness them, you will have to act accordingly. Becoming an alcoholic means that you will be rewarded for getting drunk, but from that point being sober might prove to be unbearable.


  • A unique Taint System designed to encourage role playing.
  • Tons of weapons, armor, and utility items.
  • Dynamic and tactical combat build around stamina management and distance control.
  • Optional stealth approach that complements fighting.
  • Randomly generated, visually breathtaking levels.
  • High difficulty level emphasized by permadeath mechanics.
  • Gameplay­-driven narrative.

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Soulblight Live on Steam


Hi Everybody

So we're finaly here - Just a moment ago Soulblight when live on Steam. :)


As you know Soulblight is a very personal project for us. For this special day I asked our story designer Jurek to tell you about it:


Hi, Jurek here

Today I wanted to tell you about a week when I got really annoyed with Kuba - Soulblight's designer, programmer and generally the heart and soul of the project.

With our release date approaching Kuba wanted me to write something personal about our game and about what we wanted to say with it. I wasn't really happy with the idea, for two reasons. Firstly, everything I wanted to say with Soulblight I already said in the game using all the tools we had to convey it. I feel that retelling it here would spoil it for those who are actually going to play the game. And secondly, I don't think it's ever a good idea to interpret any piece of art form for someone else. That's something that has to come to every single person individually.

But Kuba insisted. We argued a little bit about it, I tried to explain that I don't know anything about marketing, and of course as a writer I had to throw in "I'm not a salesman" somewhere into the discussion. But it still didn't change his mind.

So I sat down and tried writing knowing that I will fail so that I could show him the results and say "See, I told you so!"

I tried approaching it from many different perspectives. I started by explaining why we wanted to make a difficult game. The obvious reason being that those are the games that we ourselves enjoy. We like the challenge whether it be a From Software production or something conjured by the likes of Bennett Foddy. I would also slip in something about how what we wanted to say would not work had the game been easy.

But I wasn't quite happy with the result so I tried another approach

I started writing about what kind of a gamer is a rogue-like player? Someone who is willing to lose all the in-game progress with every attempt and what does that say about them and their determination? Then I started to wonder what would happen if they were presented with another way? A short cut. Would they take it? What if we tempted them enough? Then I touched a little bit on morality systems in video games and how we wanted to incorporate them in Soulblight.

But again it seemed that with every word I wrote I got further away from what's my personal take on this game.

So I wrote about how the idea of Soulblight came to be. I explained how Kuba surprised me when he told me about wanting to make a story-driven rogue-lite. I didn't expect that since it's not typical of a game of that genre.

But I didn't feel that it was good enough either. I told Kuba that I don't know what else to do, but he annoyingly (to me at that time) said "keep trying and remember keep it personal". I felt hopeless and angry.

I needed some way of venting my frustrations. So instead of writing I, naturally, started to procrastinate. After a while I decided to pick up a controller and play our game, you know to "look for inspiration". It successfully managed to distract me from what I was really supposed to do. So I played and I died a couple of times, as I usually do. But I didn't quit, knowing what's waiting for me as soon as I'm done. With each play through I got a little bit further. After a couple of hours of playing something unthinkable happened. I managed to beat that one boss that I always lose to. I couldn't believe it. I had to adjust myself in my seat as I continued to play. I got a little further then I beat another level and then another boss. That's when my palms started to sweat as I knew I was getting closer and closer to the end. Then another boss fell. Despite the fact that I knew exactly what would happen next I got nervous and a thought came to my mind "Oh my God, I'm going to do it! I'm going to beat this game!". After an evening of avoiding responsibilities I did it, for the first time since the beginning of the production process I managed to beat our game from beginning to end.

As a game creator you hope to invoke partilucar feelings in people playing your game. But because you yourself designed it, wrote it and seen it numerous times you can't know for sure if you achieved that effect. So the only thing you can do is to hope that it's there and that the players will know what you meant. And when I finally beat the game, despite hundreads of hours of testing I have a feeling that maybe they will. That's when I thought "Maybe that's something worth telling people about?".

That's all I wanted to say. Sorry it took this long to say it, but if I was to shorten this whole thing to a single line, I don't think it would do us any good - "Soulblight - it's more fun than writing a paper".

Lastly, if you got through this whole text, I applaud you. That's a good indicator that you don't give up easily, so maybe, just maybe you're the person we're speaking to.

That's it from me. I really hope you'll enjoy our game.

*Before writing this I didn't realize that I'm this childish.

Soulblight Community Discord

Soulblight Community Discord

News 1 comment

It’s been another month of weekly updates and improvements to Soulblight for us. As we make our game systematically bigger and better we thought it...

Soulblight After Release

Soulblight After Release


Although Soulblight is already released on Steam we’ve decided we want to continue improving it. This is what we've added to the game in the month since...

Soulblight on Steam - MAR 15th!

Soulblight on Steam - MAR 15th!


It was four long years but we're finally here. Soulblight will go live on Steam on March 15th! Also we have a brand new story trailer for you :)

Soulblight Beta Test Summary

Soulblight Beta Test Summary


What we’ve been up to this month. Well... we were mainly focusing on conducting the beta tests for Soulblight. Here's how it went...


Is there anyway to support you guys as a backer post-kickstarter? Maybe paypal and/or backerkit pre-order?

Reply Good karma Bad karma+2 votes
MyNextGames Creator

Hey :)
Yes ppl have been asking about this - we're working on setting it up. If you're interested you can sign up for a newsletter at www.MyNextGames.com
I will send out the info when it's up

Reply Good karma+1 vote
INtense! Staff

Good luck for your kickstarter, I'll be backing :D

Reply Good karma+4 votes
MyNextGames Creator

Thanks! :)

Reply Good karma+1 vote
INtense! Staff

Ever considered coop?

Reply Good karma+3 votes

+1 for coop! Loved the Taint system description, reminds me a little of that Afflictions of Darkest Dungeon, but with a good side along!

Reply Good karma Bad karma+2 votes
INtense! Staff

cool, look forward to it

Reply Good karma+3 votes
MyNextGames Creator

Yes :) It's one of the first fetchers we want to add after the realese

Reply Good karma+2 votes
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