Hello, fellow reaper of souls! We just released Soul Reaper version 1.2. This is part of our monthly update. Here's what you can expect: Soulless monsters 1.2 doubles the number of monsters that were previously in the game for a total of 164 monsters. Soulless monsters are variat
Hello, fellow reaper of souls!
We just released Soul Reaper version 1.2. This is part of our monthly update.
Here's what you can expect:
Soulless monsters
1.2 doubles the number of monsters that were previously in the game for a total of 164 monsters. Soulless monsters are variations of the current monsters but with more potential. They have higher stats and have upgraded abilities. They are meant to help you defeat the stronger monsters more easily. They are also meant to bridge the gap in power between the (very strong) Soul Reaper and regular monsters.
You can obtain them in two ways:
By trading a level 200 soul. You'll get the soulless version of that soul (though at level 1) as well as a unique legendary loot to buff it up even further.
By defeating them in the challenging fights (see below). The chance of reaping them is much lower than regular monsters, but they're that good, so it's worth it. Also, the Soul Find attribute does increase your chances of getting it. Don't be afraid to go over 100%.
Here's what a full squad of them may look like:
9 new challenging fights
What good is adding that many monsters if you can't fight them, right? We thought so too! We've added 9 new challenging fights in the Moon's menu, under the "Soulless Army" section. These guys are tough. Like, real tough.
If you succeed in defeating the squad named Godly Lieutenants, please let us know what strategy you used to do it at [email protected]. We found a few strategies to make it work, but we're intrigued to see what the community comes up with too.
Here is a screenshot to give you an idea of what the new challenges are:
Bug fixes
We'll do more bug fixing in future updates, but for this one, we've fixed some bugs regarding the monster and soul attributes. Some of them were not giving you exactly what it said. For example, the Bermutilator was showing that it was doing damage to all monsters at max level when it really was doing damage to two columns only.
Hello, fellow reaper of souls! We just released Soul Reaper version 1.1. This is part of our monthly update. Here is the new content you can expect: New Samurai set: allows you to counter enemy attacks New Soul Gear - Eye 4 Eye: allows you to counter enemy attacks New boss fight
Hello, fellow reaper of souls!
We just released Soul Reaper version 1.1. This is part of our monthly update.
Here is the new content you can expect:
New Samurai set: allows you to counter enemy attacks
New Soul Gear - Eye 4 Eye: allows you to counter enemy attacks
New boss fight in the Moon's menu: The Lonely Samurai. Guaranteed soul drop and very high loot drop chance. Beware of his counterattacks!
Volume control in the save selection screen
And some important bug fixes:
African set not displaying the right available actions when not fighting in auto mode.
Frogginhood stopping combat when using other soul abilities.
1.2 will introduce new content as well and more bug fixes. Keep reporting what you find and we'll try to fix them for the next patch.
Hello fellow reaper of souls! The day has come! Soul Reaper is now out of Early Access! After 7 months of testing on Early Access and 2 months of beta, Soul Reaper is finally ready to open its vault to fellow reapers of souls! Here's what you can expect from the game at a glance:
Hello fellow reaper of souls!
The day has come! Soul Reaper is now out of Early Access!
After 7 months of testing on Early Access and 2 months of beta, Soul Reaper is finally ready to open its vault to fellow reapers of souls!
Here's what you can expect from the game at a glance:
Zelda-style exploration (top-down 2D view)
Pokemon-style monster catching mechanics
Diablo-style loot system
Final Fantasy-style combat (no random encounters)
Path of Exile-style socketing
Disgaea-style number crunching
Unique 3x3 grid party system
As for playtime, here's what you can expect:
First playthrough: 20 hours
New Game Plus: 35 hours
All Steam achievements: 45 hours
Complete all feats: 80 hours
Defeat all special bosses: 100-200 hours
We also have content patches planned for the following 6 months. Generally, you can expect more loot, new soul gears, new bosses, and new vault sections.
On October 30th, you can expect:
The Samurai loot set
New soul gears
Tons of new Steam Achievements
New bosses from the Moon's menu
Generally, if you love old-school (j)RPG, you'll love Soul Reaper.
And if you're thrown off by the minimal number of reviews, it's only because we're a small indie studio with a minimal marketing budget. If you play the game and love it, it would greatly help us and other gamers discover it.
Hello, fellow reaper of souls! I hope you've been enjoying the beta of version 1.0 so far. I'll keep this announcement short. Today we've released the first patch for Soul Reaper 1.0 Beta. Here are the notes: (most important ones in bold) - No milestones in Reapedia - Can't scrol
Hello, fellow reaper of souls!
I hope you've been enjoying the beta of version 1.0 so far.
I'll keep this announcement short. Today we've released the first patch for Soul Reaper 1.0 Beta. Here are the notes:
(most important ones in bold)
- No milestones in Reapedia - Can't scroll to all Soul Reaper Stats - Swap Soul filter not working - Vipo's feats don't until in Void until you teleport back - Jeff should be FURRY - Tooltips for soul in arsenal gets cut - Armor stats is OP - Music not resetting when coming back from Moon's menu - Loot smithing throwing errors - Loot icons are too big in loot smithing menu - Health tooltip not big enough in combat - Devour panel scrolling is slow - Insecure Reaper weird glitch at the top of the screen - Carnubis is too strong - Scrollbars not resetting in the Moon's menu - Needlypuff needles don't trigger combat - Vamprince icons under player in Polarus - SR animation glitches in combat - Science Fair's water is different - Snipine's arrow is not flipping horizontally when shooting from left - Vomitor's poison puddle doesn't trigger combat - Stats not updating when changing SR's arsenal - Badnana and Demonatrix getting off screen on some maps - Snipine's collision box is too tall - Lumareous walking glitch in Gliding in Snow - Monster stats scrollbar in not tall enough - Soul abilities from loot not using the soul's level, but rather the caster's level - Nuttercutters and Fournicorns walking over walls - Useless poison puddles in Hell Fury's - You can reach Stalagsaurus before killing Cyclord - Scramrock's power level is too low - Chest accessible but shouldn't be in Three Lakes - Carnubis' health bar is too low - Soft lock in Alchemutant dialogue - The Moon's Alchemutant fight is easier than the one in Polarus - Can open chests from the side - Combat buff tooltips use the `id`, not the description
Hello, fellow reaper of souls! A few hours ago, we published version 1.0 of Soul Reaper in the Beta branch. If you missed the announcement from earlier this week, here it is: Here's how you can opt-in for betas on Steam: Here are the highlights: Added all the 8 endings Monsters i
Hello, fellow reaper of souls!
A few hours ago, we published version 1.0 of Soul Reaper in the Beta branch. If you missed the announcement from earlier this week, here it is: https://steamcommunity.com/games/1163660/announcements/detail/4641476065451548787
Here's how you can opt-in for betas on Steam: https://support.steampowered.com/kb_article.php?ref=7021-eiah-8669
Here are the highlights:
Added all the 8 endings
Monsters in your party don't auto-attack anymore (you can turn this on/off)
Enemies don't respawn anymore after using regular teleporters (they still do when using waypoints)
New way to farm monsters: talk to the new Moon NPC and fight back squads you've already seen
20 new challenging bosses (see the Moon)
Redesigned some sections of the menu
Monsters now have traits which allow more synergy between monsters
Tons of game balancing
80+ new legendary loot
Tons of bug fixes
The only things from the previous announcement that are not ready yet are:
Quality of life improvements in the menu
All squad names for the Moon's menu
Extra Steam achievements
What we need help with:
Identify lingering bugs;
Identify game balancing or design issues;
Identify typos in dialogues; and
Other things we can realistically fix in under a month.
We'll keep this page public for things we're currently working on for the duration of the beta period: https://www.notion.so/forestcoteam/506df3bd4d764b80887e088db0a08f9c?v=d41c03fd093444659631e04b3d783039
Let me know if you have any questions, comments, or suggestions!
Hey, fellow reaper of souls! I'm happy to announce that starting Wednesday, August 19th, you'll be able to beta test the version 1.0 of Soul Reaper! We'll publish the changes into the `beta` branch on Steam. Here's how it works on Steam: If you missed the 1.0 announcement, here i
Hey, fellow reaper of souls!
I'm happy to announce that starting Wednesday, August 19th, you'll be able to beta test the version 1.0 of Soul Reaper! We'll publish the changes into the `beta` branch on Steam. Here's how it works on Steam: https://partner.steamgames.com/doc/store/application/branches
If you missed the 1.0 announcement, here it is: https://steamcommunity.com/games/1163660/announcements/detail/2727444223258059274
Here are the highlights:
Added all the 8 endings
Monsters in your party don't auto-attack anymore (you can turn this on/off)
Enemies don't respawn anymore after using regular teleporters (they still do when using waypoints)
New way to farm monsters: talk to the new Moon NPC and fight back squads you've already seen
20 new challenging bosses (see the Moon)
Redesigned some sections of the menu
Monsters now have traits which allow more synergy between monsters
Tons of game balancing
80+ new legendary loot
Tons of bug fixes
The only things from the previous announcement that are not ready yet are:
Quality of life improvements in the menu
Extra Steam achievements.
Both of the above will be ready in September.
What we need help with:
Identify lingering bugs;
Identify game balancing or design issues;
Identify typos in dialogues; and
Other things we can realistically fix in under a month.
We'll keep this page public for things we're currently working on for the duration of the beta period: https://www.notion.so/forestcoteam/506df3bd4d764b80887e088db0a08f9c?v=d41c03fd093444659631e04b3d783039
Let me know if you have any questions, comments, or suggestions!
Hello, fellow reaper of souls! The official release is finally around the corner! The Steam Early Access period has given us plenty of feedback to work from and you'll find this official version to be a lot more complete and more bug-free. We're aiming for a September 30th launch
Hello, fellow reaper of souls!
The official release is finally around the corner! The Steam Early Access period has given us plenty of feedback to work from and you'll find this official version to be a lot more complete and more bug-free. We're aiming for a September 30th launch date with a playable version available in the "beta" branch as early as August.
If you love monster-collection, deep strategy, complex loot/attribute systems, min/maxing your parties, and a solid Metroidvania-style exploration system, you're going to LOVE Soul Reaper! This new version brings everything to the next level. It really is a love letter to fans of Pokemon, Zelda, Diablo, Disgaea, Final Fantasy, and Castlevania.
If you've never played Soul Reaper before, the update notes below won't mean much to you, but know this: it's an epic update! It contains tons of new content & features and tons of bug fixes!
And if you're wondering if there's enough content for your money, here's what you can expect:
Finishing the game once: 15-20 hours
Finishing the game on New Game Plus: 25-30 hours
Obtaining all the feats and achievements: 100-200 hours
Defeating all the "uber" bosses: 200+ hours
Maxing "everything": 300+ hours
And that's only on launch day. New content will be added monthly for six months following the release, and likely beyond that as well.
Stay tuned for more updates closer to mid-August! Anyway, here are the update notes:
Happy reaping!
Story
Added 8 new endings (see previous announcement for more details)
Two special final boss fights with new combat mechanics (surprise, surprise!)
Added new dialogues in the Void and in the intro scene
Combat
Monsters in your party don't auto-attack anymore (you can turn this on/off). This allows you to select the action you want to use when equipped with other souls on a monster's loot. Fights can be more strategic this way.
Toned down the cursor particles.
Highlighting monster on their turn to better see who's taking action currently.
Vault
Enemies don't respawn anymore after using regular teleporters (they still do when using waypoints). This has been done to minimize frustration when backtracking to find the path you're looking for. See "Void" section next for a new method for farming monster souls.
Void
Completely new "Gauntlet" section. Allows you to instantly re-fight any squads you've previously encountered in the vault (this is by far a superior method for farming compared to rushing in the Vault)
20 new challenging bosses in the "Gauntlet". These will test your squad and combat planning. Some of them are much tougher than any of the final bosses.
Main Menu
New Soul Gear "help" menu in the settings.
New Loot Artifacts "help" menu in the settings.
Minor UI updates to support different resolutions.
Display of traits in the monster details panel (see below for more on traits).
Monster/Souls
Monsters now have "traits"
Each monster has 1-5 traits.
There are 30 different traits in total (like "furry", "edible", "heavenly", etc.).
Monsters can be made stronger with loot that enhances stats for monsters that have specific traits. See new attributes from the "Game Balancing" section below.
Game Balancing
All monsters now have 2x more health.
140+ new attributes to roll on loot or in Soul Gear (in three groups).
1. Soul Amplification: Amplify effectiveness of a specific soul's ability (like the Balboa Fist already did in the previous versions)
2. Trait Effectiveness Amplification: Amplify effectiveness of ability for monsters who have a specific trait (For example: Furry monsters deal 100% more damage)
3. Trait Stats Amplification: Amplify Health and Agility for monsters who have a specific trait (For example: Flying monsters have +100 Health and +10 Agility)
Rebalanced row bonuses using the new attributes from above (each monster now has a unique row bonus). Check back your current squads as they might behave differently after this change. We'll avoid big changes like that as much as possible post-release.
Fixed discrepancies between row bonuses and socketed bonuses on some monsters
Fixed tons of imbalance issues in socketed bonuses
Loot
80+ new unique loot
- Themed after each monster
- Obtainable by smithing level 200+ souls
Gloves and boots can now have 2 soul sockets (up from 1)
Gloves and boots now have 30 new Soul Gears each
- "Gloves" Soul Gear amplify the effectiveness of abilities from monsters of a specific trait (see "Game Balancing" above)
- "Boots" Soul Gear amplify the Health and Agility from monsters of a specific trait (See "Game Balancing" above)
Smithing
Smith level 200+ souls to get unique legendary loot (based on the loot you smith)
Added an indicator that your inventory is full
Achievements
New Steam Achievements (final number TBD)
Other
We added the ability to add new content and rebalance the game without the need for a full update on Steam (this will greatly accelerate the addition of new content and patches in the future)
Bug Fixes
Blockers/major
Fixed most issues with computer language not set to "English" (if the game behaves strangely at the start, try switching your computer to "English" to see if that fixes it)
Fixed soft-lock when talking to Sleepy Reaper with Romantic Reaper Fragment
Fixed getting blocked by a black screen when entering combat while teleporting
Others
Fixed some menus not scrolling far enough (devouring souls, smithing souls and smithing loot)
Fixed monster some monster animations when soul smithing
Fixed mini-map display errors on some maps
Fixed Fournicorns sometimes running backwards towards you (byebye "moonwalking" animation :))
Fixed movement pattern getting reset on teleport
Fixed Reefraf being visible on respawn
Fixed Reefraf and Stabbytabby not scaling in difficulty in New Game Plus
Fixed "Deal Dark Damage" feat not registering
Fixed loot not having the right number of attributes based on their rarity
Fixed incorrect tiles in Polarus
Fixed Polarus 9 (Icy Road) not having proper monster squads
Fixed other visual glitches on the above map
Fixed smithing menu not always updating after smithing loot or souls
Fixed NG+ always starting from the second save file
Fixed Devil Armor missing image
Regression
We don't fully support game controllers anymore (though most of the game still works with a controller)
Salutations, Reapers! It's been about a month since we've last spoken, and this Stabbytabby has been hard at work running around The Vault. I've been researching the lore behind my home, and managed to land a few interviews with the local wildlife… Well, at least with the souls I
Salutations, Reapers! It's been about a month since we've last spoken, and this Stabbytabby has been hard at work running around The Vault. I've been researching the lore behind my home, and managed to land a few interviews with the local wildlife… Well, at least with the souls I know that won't try to destroy me.
There's a lot of fascinating people to meet around here! I even stumbled upon some folks in The Void recently… It's a little intimidating to be there!
With my cunning cat detective skills, my reconnaissance has proven useful in the pursuit of writing the remaining endings for Soul Reaper.
Yup, that's correct! Not only do we have the scripts written and finalized for the remaining endings, but we also have a few new narrative pieces written as well! Here's a list of the scenes we currently have dialogue for!
*Please be aware that some of the following content will contain minor spoilers, so if you'd like to keep the new scenes a complete surprise, you'll want to skip over these next few sections!*
Single Soul Fragment Endings
Romantic Reaper Ending. Our hero tries (and fails) to ask the Herald out on a date, and things get a little weird from there…
Sleepy Reaper Ending. The Herald's intimidation proves useless as our hero fails to keep his eyes open. In a sleepy haze, the Soul Reaper starts confusing his foe with otherworldly creatures.
Greedy Reaper Ending. Things get off to a rocky start when the Soul Reaper claims that the Herald must somehow be related to the Jackoclops. Later, the Herald's combat strategy is eventually called into question.
Angry Reaper Ending. Upon witnessing the Herald's floating orbs, our hero relegates his foe to the title of "Ball Boy." After a heated exchange with Caps Lock enabled, the Herald starts fighting fire with fire.
Hungry Reaper Ending. The Herald is mistaken as an employee of "Floating Dude Fast Food." After receiving terrible service, the Soul Reaper demands to see his manager.
These endings will follow closely in line with the Arrogant Reaper Ending already featured within the game. Boss fights will play out similarly, and the overall pace of the scenes will feel familiar.
An an aside, obtaining the Insecure Reaper Fragment will unlock the True Reaper. This is why there is no specific ending for the Insecure Reaper, as you will already have satisfied the conditions for the True Reaper Ending.
Special Soul Fragment Endings
Soulless Reaper Ending. Dreary visions have been haunting the Soul Reaper for quite some time, and it's becoming increasingly difficult to discern dreams from reality. What exactly is happening…?
True Reaper Ending. With his faculties reunited, the Soul Reaper demands answers from The Midnight Council. Why are they so committed to fulfilling their doomsday prophecy?
These diverge fairly significantly from the Single Soul Endings. We don't want to spoil the surprise, but look forward to seeing some intriguing twists!
New Scenes
To help flesh out both the lore and characters of Soul Reaper, we've written scripts for two new scenes that will be added to The Void!
The scene triggers will exist along the path to the final boss (located to the right of Vypo). One is intended to be viewed after defeating the Soiloth, and the other, after defeating Jeff. As an incentive to encounter these scenes when intended, a treasure chest will be placed alongside each scene trigger to encourage exploration with the newly gained boss abilities.
Percie's Predicament. Percie and Vipo argue over the portal to the Predeath, and Vypo steps in as a reluctant mediator to tame the heated discussion.
Vault Time. Vypo explains the theory of "Vault Time," a potential reason as to why those who dwell in the The Vault seem to part with their memories so easily.
Small Talk
In the introduction section, players will be given the opportunity to speak with the twins before heading off to fight the Herald. It's a small addition, but these short conversations will help give an idea of how Vipo and Vypo typically interact with their boss early on.
So, When Will All This Cool Stuff Be Implemented?
As of now, we don't have a specific date as to when the new endings or scenes will be added just yet. Ideally, we'd like to start including the new narrative pieces in future patches (as in, adding an ending here and there alongside the bug fix updates), but we don't want to hard commit to a date until we know for sure that the new content will be ready.
On a related note, it's hard to ignore the change in climate since our previous update. While we're blessed to be able to work remotely, it's difficult to say with certainty that the recent pandemic won't impact the speed of Soul Reaper's development. Rest assured, we're still actively working on the project! However, we wanted to bring this up in the event we need to extend the Early Access period beyond the initial 3 month plan. We'll see where we are in the coming weeks, and make an announcement if we feel the game would benefit from more time in development.
These are unprecedented times, and we hope you all are able to maintain both health and high spirits. With enough perseverance, we'll make it through unscathed! Please, stay safe out there!
Mac Build
In a previous update, we mentioned that Soul Reaper's Mac release would be postponed due to a notarization process required by Apple. While we're still fully committed to having a Mac build, we've decided it would be best to focus exclusively on the Windows version first. This would allow us to better improve our workflow, as maintaining both a Mac and Windows build simultaneously would be rather resource heavy on the team.
Once most bugs have been fixed and the majority of content has been added to the game, we'll once again start making preparations for the Mac release!
(In the meantime, players can still access the Open Beta for Mac here if they'd like to get a head start on their adventure!)
The Animation Sensation (Cunning Creatures and April Fools Addition)
We've uploaded quite a number of videos since we've last spoken! So many, in fact, that it'd be easier on the eyes to simply link you to our YouTube playlists!
For our recent monster animation previews (Zeppelineer and beyond), click here!
For our recent gameplay videos (Percie's New Loot Smithing and beyond), click here!
One video we'd like to give special attention to is our Scramrock Animation Preview. It floats gracefully in the wind before it, well… dies. A strange inclusion to be sure, but a fitting creature to showcase on April Fools!
It might not have many animations, but that doesn't mean it's not important! Check out our Scramrock series to learn how you can buff up your squad with Scramrocks!
Follow Us!
That about wraps things up for this update! The feedback we've been receiving continues to shape our work for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Stay safe during these trying times, and remember to prioritize your health!
Hello fellow reapers of souls ! Today we’re hitting you up with a surprise patch: 0.1.2p1! For the sake of brevity (we have souls to reap too, you know!), here’s the change log (in order they were fixed no less!): (Potential spoiler alerts below) Fixed the Astronaut artifact set
Today we’re hitting you up with a surprise patch: 0.1.2p1!
For the sake of brevity (we have souls to reap too, you know!), here’s the change log (in order they were fixed no less!):
(Potential spoiler alerts below)
Fixed the Astronaut artifact set giving a bonus of 1% instead of 100%
Reduced the Fire Damage of the Drakey Toothey
Created a level 200 version of the Drakey Toothey
Fixed bug where the following passive attributes from Souls in loot were 10x higher then they were designed to be:Physical, Fire, Water, Wind, Earth, Poison, Light, and Dark Damage. This affects the following souls: Inferndhole, Cannondorf, Stabbytabby, Hydroviathan, Snipine, Cyclord, Helminoth, Phantomb, Portobellows, Toxicritter, Boozooka, Cthulhu, and Shadooze. (more on that below)
Fixed some issues starting in New Game Plus
Fixed area where you can go off the map in Elysium 2
Fixed Soul Reaper illuminating rocks on some Elysium maps
Temporarily removed the Cancel button from the World Map screen (it wasn’t working as designed)
Fixed a typo in Percie’s dialogue
Fixed Reset Station giving you infinite stat points
Fixed monster issues in Polarus 25, Elysium 15, and Elysium 25
Fixed being able to destroy igloos before collecting them
Fixed teleporter in Elysium 25 not leading to the right map
Fixed size of panel for devouring souls
Fixed size of panels for smithing
Fixed treasure chest not opening in Elysium 7
Fixed bat triggers in Volcanheim 14
Fixed waypoint to Jeff not displaying at the right spot on the World Map
Fixed soul level display on the victory panel
What’s up with the nerf?
Did you read the bolded change above? Well, that broke the game in ways never intended (are there intended ways to break the game in the design?).
What’s important to note about this nerf is that it will give you a lot more options about how to be strong, as opposed to relying only on these attributes and being completely indestructible.
Here’s a screenshot from one of our top players:
He was doing 1.3M damage. That’s enough to kill the final boss 10x in a single hit. He even reported doing over 2M damage in 0.1.2. He has a stellar team and should be rewarded for his efforts (he played over 110 hours). Even with the current patch, he’ll still destroy the final boss in a single hit while doing 10x less damage.
This change makes other options just as efficient as the whole method, allowing players to play with the style they want to play, and making all other souls just as valuable.
We think that this change makes the game more fun for more people overall.
Follow Us!
That about wraps things up for this update! The feedback we’ve been receiving continues to shape our work for the better, so please don’t hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we’ll see you fine folks next time!
We're back again, and even sooner than expected! Percie has reached new heights with her craft, and can now smith pieces of loot into souls! It takes some serious skill to create life from inanimate objects! The feedback we've been receiving from the community has been tremendous
We're back again, and even sooner than expected!
Percie has reached new heights with her craft, and can now smith pieces of loot into souls! It takes some serious skill to create life from inanimate objects!
The feedback we've been receiving from the community has been tremendously helpful in shaping Soul Reaper's updates, and we can't wait to show you what the newest build includes! Version 0.1.2 has been pushed to the main branch on Steam, so you'll be prompted for an update next time you launch the game!
0.1.2 Changelog
There's been a plethora of improvements since the last version, so get ready for another huge list of changes and features! (This will also include anything added in the smaller patches made to 0.1.1; it took Danny Forest and I a while to compile this one!) Without further adieu, here's what's new!
Fixed an issue where Agility Stat Points would reset on save. In addition, a Stat Point Reset Station is now located in The Void! You can now reallocate the Stat Points assigned to Soul Reaper.
Percie now guides the player through a new tutorial sequence in the intro!
Vamprince's HP and overall effectiveness has been buffed.
Alchemutant dialogue now correctly acknowledges currently equipped Reaper Fragment.
Percie can now smith loot into souls! The higher a loot's level and rarity, the stronger the soul!
Minimap background is now more transparent, making terrain easier to see.
Added a message that appears at the end of combat notifying players if their soul inventory is full.
UI updated in several areas of the game to better explain controls to the player. UI showing button layout will now change if user has a controller plugged in.
Added new UI effect to show which unit or button is highlighted in combat.
Vipo now has an indicator above her head when new feats are available to claim.
Collision on paths in The Void have been adjusted to make it easier for Soul Reaper to progress as intended.
Some locations are now inaccessible until certain bosses have been defeated. Defeating Soiloth will unlock Elysium, and Jeff, Polarus.
Igloo in The Void now properly displays treasure information.
A teleporter leading to a dead end in Elysium 34: Champion of the World has been removed.
Several Cyclord jumper feathers have been added to Polarus 21: Bridging The Gap.
Nuttercutters are now weaker in the tutorial fight, allowing Soul Reaper to survive even if all three exclusively target him.
Soiloth vines in Volcanheim 10: Four Horns and Volcanheim 5: Love is in the Air have had collision adjusted to allow for easier traversal.
Using the Spacebar during fights with dialogue will no longer cause units to attack while NPCs are speaking.
Tutorial Panels no longer carry over into combat when triggering a fight while speaking to a Tutorial Dude.
Debuffs and Buffs cast on Soul Reaper no longer persist from fight to fight.
Music in intro cutscenes no longer overlap.
Soiloth's total HP has been reduced by half.
Ice Shards blocking path to final boss have had their collision adjusted.
The level up screen for Soul Reaper now displays the proper amount of Stat Points received.
Percie's sprite no longer appears underneath background objects.
Enabling the Auto-Start Combat features in the settings menu will no longer cause battles to end immediately, or prevent monsters from initiating combat.
Squad balance for monsters in Polarus 16: Far Far Away and related areas have been adjusted.
Path leading to Stalagsaurus has been changed, making for quicker travel.
Terrain in Polarus 23: Danger Zone has been altered to reduce amount of Cyclord jumper feathers needed to descend the main hill.
Players can no longer accidentally use the Vamprince's bat ability from beneath the ledge in Elysium 5: Lushy Dangers.
Soul Reaper's Stat Points no longer reset upon New Game+.
Fixed an issue where some SFX in battle would play quietly (or not play at all).
Delete and New Game+ buttons now function correctly on the file select menu.
Alchemutant is now more powerful in his boss fight.
Elephount is now more powerful in his boss fight.
Fixed an issue where Soul Reaper wasn't able to cast buffs correctly.
Speaking to the Salagsaurus while Arrogant will no longer spawn a differently-styled text box.
Improved Vypo's dialogue when giving directions to the Pyvern.
Soul Reaper's bat transformation is no longer overlapped by icy puddles in Polarus.
Lumareous' image has been added to the rewards screen.
The intro tutorial fight can no longer be accidentally skipped.
Added missing grass tiles to Volcanheim 6: Double-sided.
Loading zone between Volcanheim 1 and 2 fixed to prevent overlap and environment pop-in.
Descriptions for the Bulk Fist and Ninja Tabi have been adjusted.
Ignopede in Volcanheim 21: Demon's Shadow no longer spawns boss monsters; difficulty now accurate with corresponding area.
Inferndholes and Volcadillos no longer ignore wall boundaries.
Protectortle guarding Cyclord path in Volcanheim 11: Cowabunga! has been moved to give access to Volcanheim 7: Spider's Den.
Fixed an issue where Bunippy's Vortex ability on the Overworld would very rarely persist after leaving its radius.
UI elements will no longer grow or shrink to unintended sizes (dialogue Skip button, Squad buttons).
Adjusted volume of dialogue speech SFX.
Skip button now has a consistent placement across all dialogue boxes.
Music no longer cuts abruptly when showing the game's title in the intro.
Soul Reaper's eye color in his portrait picture is now accurate in the intro.
Music now plays in the tutorial fight.
Updated UI on the Soul Smithing screen to explain how to exit Percie's menu.
Several typos fixed in intro sequence.
Soul actions now have descriptions in combat.
Main theme now loops on the title screen.
Fixed an issue where one feat would keep popping up in Vipo's menu.
Cardinorcs no longer have a windbox when not animating.
Hungry Reaper no longer appears bigger than usual.
Fixed an issue with the Stabbytabby in the Offense & Defense map in Elysium.
Shadooze's power rating more accurately reflects his strength.
It's now easier to initiate combat with the Protectortle close to Jeff.
Fixed a typo in Volcanheim 7's treasure chest.
Balanced the squads found in Volcanheim 7: Spider's Den.
Fixed terrain tiles in Volcanheim 7: Spider's Den.
Made several corrections to Row Bonuses and Artifact Bonuses.
Vypo's directions to the Stalagsaurus have been improved.
Waypoints are now unlocked simply by stepping on them.
Fixed a rare issue where all monsters would be far stronger than they should be.
Soul Reaper's power level was appearing lower than what it should be.
Friskitty's passive stats have been adjusted.
Reading the type advantage wheel is now easier and more intuitive.
Buffed Undead King crown's special attribute.
Adjusted some attribute descriptions.
Adjusted Metalhead's HP Bar location.
A huge list, is it not? Well, it's all thanks to you! Many of the above changes were made based on suggestions from Soul Reaper's Steam Forum, Discord, and even the videos posted under its YouTube category! (It's been a lot of fun watching people play through Soul Reaper, and it helps us learn what adjustments we should make next!) Thank you for your continued support, and feel free to keep the feedback coming!
Learning About Loot
Last week, we hosted a mini video series focusing on loot and how it functions! While powerful souls are frequently sought after, it's important not to underestimate the value of good equipment!
Part 5: Know which factors influence the loot received from Percie's Soul Smithing!
Loot is extremely valuable to both the Soul Reaper and his units, so don't forget to outfit your squads with some stylish new gear when you can! Good luck, and happy treasure hunting!
Follow Us!
That about wraps things up for this update! The feedback we've been receiving continues to shape our work for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time!
Whew, we have been busy! So busy, in fact, that even the Soul Reaper is putting in work! He now joins the fight in the tutorial sequence, and has been given several new souls to play with! Soul Reaper entered Early Access back on February 4th, and we've been working around the cl
Whew, we have been busy!
So busy, in fact, that even the Soul Reaper is putting in work! He now joins the fight in the tutorial sequence, and has been given several new souls to play with!
Soul Reaper entered Early Access back on February 4th, and we've been working around the clock to make sure that those sharing their first impressions are heard. We've been receiving feedback through our Steam Community, Discord, Bug Reporting Form, and even playthroughs on YouTube! We've learned a lot about what needs adjusting, and the reception has helped us shape our next big update: Version 0.1.1!
Accessing The New Build
There's a lot of changes featured in the new version; so much so that we'll be releasing it as a Beta branch on Steam. While there are plenty of improvements in 0.1.1, it's possible that by introducing so many changes at once, other oddities may spring up alongside the fixes. We're still testing the new build to make sure that everything is working smoothly, but in the event users take issue with the updated version, they can hop right back to 0.1.0p1! Players will have a choice to utilize the new build by accessing the "Betas" tab under Soul Reaper's Steam properties. (Right click the game in your library, then select "Properties..." to find the tab.)
Version 0.1.1 will remain in Beta for up to two weeks before entering the main branch (and replacing 0.1.0p1 in the process). Give the new build a try, and let us know what you think!
0.1.1 Changelog
This is a big one, and it's all thanks to you! Community feedback has been vital to Soul Reaper's success, and we hope you enjoy these changes!
Addressed an issue that would cause Bunippys to remove their targets from the Turn Order Table.
Revised the intro sequence to have less dialogue. Soul Reaper is now a squad unit in the tutorial Nuttercutter fight, and also has access to different souls.
Fixed collision on Soiloth's vines in Volcanheim 19: Volcadillo Crater.
Added the ability to teleport back to The Void from anywhere! Hit the "T" button on the keyboard, or "Y" button (XBox controls) on a controller to warp.
Removed bush in Volcanheim 9: Cardinorclan that prevented users from passing.
Fixed an issue where units would target the wrong enemy on the first turn of battle.
Fixed an issue where the Minimap would incorrectly display after using a teleporter.
Fixed several UI oddities where buttons would grow or shrink to disproportional sizes. Also fixed an issue where Soul Reaper's HP Bar would obscure the bottom portion of the screen.
Made several changes to grammar and spelling in dialogue/menus.
Soul Reaper now runs a little faster! (Speed increased by 20%.)
Scramrocks can now properly flee from battle.
Scramrocks were too difficult to kill in the previous version, and now scale more appropriately with each area.
Upon defeating the Arrogant Reaper while Soulless, the change will now be immediately reflected in the menu (as opposed to still being Soulless with no damage bonus).
Collision of several background objects have been adjusted to not overlap creatures/Soul Reaper on the foreground.
Area titles no longer display in the intro.
Certain areas now display the game's controls on the bottom of the screen.
The collision hitbox on the Lumareous is now larger, making it easier to enter a fight.
Fixed an issue where users could not mouse over the rightmost souls/treasure on the Victory screen in Polarus.
Combat speed should now increase/decrease by intervals of 0.5x.
Fixed an issue where tooltips during squad management would permanently remain while highlighting different buttons. They now disappear after 4 seconds.
Returning to the Title Screen no longer causes music tracks to overlap.
The pushable boulder in Volcanheim 6: Double-sided has been replaced with a Balboa boulder.
Artifacts now work in conjunction with Soul Reaper!
Players can now skip pages with the keyboard when speaking to the Tutorial Dude.
Boss music no longer plays over regular fights.
We took a lot of notes over these past few weeks, and there's still plenty of great suggestions we're going to try to implement. In the meantime, we hope you enjoy the additions made to Soul Reaper's newest version!
The Secret of Scramrocks
Last week, we ran a mini-series highlighting Soul Reaper's most elusive creature: the Scramrock. They're 4-Leaf Clovers hidden throughout the game that offer massive XP boosts if utilized correctly. If you're looking to pump up your boss monsters, Scramrocks are definitely the way to go!
Part 3: Other spawn locations, and an amusing piece of Soul Gear!
There are far more spawn locations than just the three showcased here! Remember to jot down your encounters, and see which area provides the best farming spot! Good luck!
The Animation Sensation (Poisonous Anubis and Cute-But-Deadly Supermodel Edition)
After a busy launch week, we've found a moment to squeeze in a few more animation previews! Check out the crafty Carnubis and the charming Demonatrix below!
The Demonatrix can charm her opponents, preventing them from dealing damage! Encountering her heart kisses in The Vault will temporarily freeze the Soul Reaper in place!
The First Impression Session
As the word of Soul Reaper grows, so to does its playerbase! In fact, it's grown large enough that YouTube has auto-generated a category for us on their platform! This section has introduced us to plenty of amazing first impression videos, as well as a number of really cool overviews and Let's Plays! Feel free to tag your Soul Reaper videos appropriately, so that they can appear in this category too!
Follow Us!
That about wraps things up for this update! The feedback we've been receiving continues to shape our work for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time!
Do my eyes deceive me? Is today finally the day?! … IT IS! It's February 4th, and Soul Reaper has launched onto Steam Early Access! No one shatters the Soul Reaper's psyche and gets away with it! Stand strong, and take back what's yours! It's been an absolutely wild ride, and we'
Do my eyes deceive me? Is today finally the day?! …IT IS! It's February 4th, and Soul Reaper has launched onto Steam Early Access!
No one shatters the Soul Reaper's psyche and gets away with it! Stand strong, and take back what's yours!
It's been an absolutely wild ride, and we're unbelievably ecstatic to announce that the game we've been working so hard on is finally available to purchase! Truly, dreams can come true!
I'm so happy, I could cry… But I won't! I promised the family we'd be going fishing in the Elysium lakes, and there's no time for cutting onions! It's a big day for us Stabbytabbys too, and we take pride in our impeccable skewering techniques. …What? What do you mean you've seen Reefraffs swimming in lava? …But I can't fish in Volcanheim! I'm a cat!
Bah, enough of my rambling! There's plenty of things to discuss; it is launch day after all!
Available Platforms
Soul Reaper is ready to go for Windows 10 systems, and you should be able to grab it from our Steam page right away!
In our previous Dev Blog, we mentioned that the Mac build of Soul Reaper would need to undergo an additional notarization requirement outlined by Apple. We weren't anticipating this additional hurdle, and as a result, needed to postpone the Mac release temporarily. Much of Soul Reaper was coded using Mac laptops, and it pains us to know it won't be launching alongside the PC release. We deeply apologize for the inconvenience, and as a consolation, we'll be extending the Mac version of Soul Reaper's Open Beta.
We're working hard to get the Early Access version ready for Steam, and we expect it to be available within the coming weeks!
Arm Yourself With Knowledge!
Before you embark on your soul reaping adventure, there's a few key things you should know!
Our Ghostly Friend, The Tutorial Dude
The world of Soul Reaper is populated by a wise, old specter! Speak to him if you'd like to learn more about the game and its intricacies!
The project lead, Danny Forest, has written several detailed guides explaining how users can harness the game's more in-depth mechanics! For tips on leveling, loot, and more, check out our Guides section here! (They were based on older builds, but most of the information still applies quite well!)
A Split Personality
The Soul Reaper has suffered a psyche-shattering injury that's caused his emotions to break apart from his body! Recollect yourself by defeating the impostor Soul Reapers, and select which Reaper Fragment you'd like to equip! You can get some pretty humorous conversations going depending on which Fragment you use, and you'll even apply some neat stat bonuses too!
Water beats Fire, Fire beats Earth, Earth beats Wind, and Wind beats Water!
Light and Dark deal massive damage to each other, while Poison and Physical (Neutral) have no inherent weakness or advantage!
Small, element icons appear near each unit's health bar to indicate which type of monster you're looking at. If you ever need a refresher on which element to use, you can always reference the elemental color wheel that appears when combat is paused!
Check the bottom left icon for the elemental diagram! (Effectiveness in clockwise motion.)
The Utility of Souls
Souls can be:
added to your combat squads to fight in battle!
fused with other souls to boost their levels!
devoured by the Soul Reaper to increase his XP!
slotted into equipment for additional bonuses!
smithed into loot pieces by Percie!
There's no right or wrong way to use the souls you've collected! Allocate them as you see fit, and find a method that works best for you!
The Masked Twins
Vipo (the smiley one) and Vypo (the frowny one) are committed to helping their boss however they can! While they don't accompany the Soul Reaper on his travels, they each have an important role to fill back in The Void!
Vypo keeps tabs on The Midnight Council's lieutenants, and will give you directions to the next boss fight! Speak with him if you're ever stumped as to where you need to go next.
For someone so frowny, he sure is happy to help!
Vipo, on the other hand, will grant rewards based on how many Feats you've accomplished! Feats are tasks you can complete (Ex: Reap 100 souls), and they unlock some pretty nice prizes! Speak with her frequently to see what souls or items you can receive!
Time to reap the rewards of… Well, reaping!
Join in on the Conversation!
Player feedback is critical to both the development and success of Soul Reaper! If you've encountered a bug, feel free to use our Bug Reporting Form to shoot a message directly our way! (List of currently known issues will appear here!)
In addition, you're more than welcome to share your opinion on our Steam Forum or Discord! Let us know what you think about the game's balance, drop rates, or anything, really! We can't make Soul Reaper the very best it can be without the input from the community, and we're super thankful to all those who have supported us throughout the Open Beta! Keep the recommendations coming, and our build updates will continue to improve!
Frequency of Updates
We're currently aiming to provide updates to the Early Access build every 30 or so days! Changelogs will be featured in coinciding Dev Blogs, and will be presented much like how they were for the updated builds of the Open Beta.
Twitch Box Art!
Some of you may recall the mention of Soul Reaper's entry on Giant Bomb. This was done around the time of our Halloween Dev Blog, and let Soul Reaper appear in Twitch's directory! Recently, Danny Forest had submitted a box art icon for the game to appear beside its name!
Three bosses on your team? The Soul Reaper isn't pulling any punches!
With this, everything should be good to go on Twitch! Feel free to stream Soul Reaper to your heart's content, and follow the category to get notified of new streams!
A Picture is Worth a Thousand Words
Defeat a tough boss battle? Find some wicked loot? Why not take a picture using Steam's screenshot feature, and be the first to populate the community tab for Soul Reaper! We'd love to see any legendary drops you've picked up from battle, or some awesome squad arrangements with your monsters!
The Future of Animation Previews
Last week, we had an incredible amount of animations featured on our social media! The response has been exceptional; people really like watching our creatures in motion!
All of the monsters you've seen thus far have been programmed into the game, and you'll be able to see each creature in action with the Early Access build! Despite there being little secrecy about our monsters left, our followers seem to quite enjoy the previews we've been posting! With this, you can still expect to see monster animation previews uploaded every so often! We're super happy to know the crowd loves the way they move, and without further adieu, here's the roundup from last week!
The skeleton himself! The Soul Reaper is Warden of The Vault, and takes great pride (and pleasure) in his work!
Follow Us!
Wow, that was a big update! I could keep going and discuss things like Soul Gear and Artifacts, but I don't want to talk your ears off! We'll list our social media links below if you'd like to stay tuned for further updates, and with that, we hope you enjoy Soul Reaper! Good luck out there! May you reap the bountiful rewards of The Vault, and may the RNG deities forever smile in your favor!
Salutations, Reapers! I hope your ventures are treating you well, and that you've been nabbing some excellent souls along the way! While I, a humble cat with a hook, don't find myself challenging monsters all too often, I do squeal with delight whenever I knock out some Reefraffs
Salutations, Reapers! I hope your ventures are treating you well, and that you've been nabbing some excellent souls along the way! While I, a humble cat with a hook, don't find myself challenging monsters all too often, I do squeal with delight whenever I knock out some Reefraffs. My love for fish is truly undying! (The same cannot be said about my cooking… I just bring them home and my family does the rest.)
Anyway! Enough about that; Soul Reaper is under two weeks away from launching onto Steam Early Access! The folks over here at Power Level Studios have been pouring their souls (I've made this joke before, haven't I?) into this game, and it's a fantastic feeling to know we're almost there!
To help prepare Reapers of both new and old, I've compiled a series of short videos showcasing Reaper Fragments! I ran a mini-series this week, and here's the culmination of my work! (Video editing with a hook and claw is tricky, but definitely doable!)
Emotion Commotion
Reaper Fragments are bits of the Soul Reaper's psyche that were forcefully separated from his body! (That Herald guy is gonna pay!) They've each taken sentient form in a Soul Reaper lookalike, and behave according to their assigned emotion.
Seven?! I knew the Soul Reaper was popular, but he's got quite the fan club now that his soul has been severed! That's a lot of doppelgangers…
Each Fragment will apply a specific Row Bonus if the Soul Reaper is used in combat. You'll also be able to gain more XP from devouring souls depending on which Fragment you currently have selected! (For more details, see our Guide here!)
Arrogant, the first Reaper Fragment you unlock, boosts Fire Damage across Soul Reaper's row!
While outside of combat, Reaper Fragments dictate how the Soul Reaper will behave in conversation! Try swapping them before boss fights to prompt different discussions!
The Romantic Fragment makes the Soul Reaper sweet-talk almost everyone he comes across. It's quite amusing!
Lastly, when all Reaper Fragments are collected, the Soul Reaper's eyes will return to a bright white. You still have control over which Fragment to select, so be mindful of your current damage bonus and emotion!
It feels good to be whole! (He was looking like he needed eye-drops for a moment there…)
Upon death, Reaper Fragments are lost in a LIFO format. In other words, the last one you collected is the first one to go! Fret not, however, as you can always rematch a doppelganger later! Return to the place you discovered the Fragment, and he'll be waiting!
Currently, Soul Reaper has one ending fully complete. While Reaper Fragments won't influence the resolution of the game just yet, we do have plans to include alternate endings based on which Fragment is used for the final fight. In the meantime, try speaking with bosses or NPCs with different Fragments! There's plenty of unique dialogue already in the game; we hope you enjoy some of the peculiar discussions you'll find Soul Reaper partake in!
A Notice For Mac Users
During the Open Beta, we've been vigilant at releasing each updated build simultaneously for both Windows and Mac. We're big fans of both platforms, and over the years, much of Soul Reaper was actually programmed + tested on Macbook devices!
Unfortunately, due to unforeseen circumstances, the Mac release of the Early Access build will need to be pushed back by a few weeks. As per Apple's new requirements, games now have to go through a notarization process that we previously didn't need to account for. (Unreap Commander's Mac version required no such thing.) We're looking to resolve the issue as quickly as we can, but for now, we sadly won't be able to commit to a Mac release for February 4th.
As a consolation, we'll be extending the Mac version of Soul Reaper's Open Beta until the Early Access build is approved. While not as polished, Mac users will still be able to get a feel for how Soul Reaper's main gameplay loop functions via the Open Beta. We understand this isn't a perfect compromise by any means, and we apologize to those who were looking forward to playing the Mac version at launch. We've updated our Steam page to reflect this change, and we'll let the community know the moment we have a date for the Mac release.
For Further Updates
Not exactly the happiest note to leave off of, but rest assured, we'll let you know more the moment we can! You'll see us posting content fairly regularly to our social media, so we'll drop some links below in case you wanted to stay tuned! (In addition, feel free to send us a message on whichever platform you like! We're always open to suggestions!) Thanks again for supporting us, and we'll see you fine folks in the next update!
Greetings, Reapers! How's everyone doing? It's been a year since the last Dev Blog, and I can't wait to - what? Bad joke? Okay, okay… Seriously, though! I hope you all had a wonderful holiday season! We had a refreshing break ourselves, and now we're roaring to go! Here's to an a
Greetings, Reapers! How's everyone doing? It's been a year since the last Dev Blog, and I can't wait to - what? Bad joke? Okay, okay…
Seriously, though! I hope you all had a wonderful holiday season! We had a refreshing break ourselves, and now we're roaring to go! Here's to an amazing 2020!
What better way to start off the new year than a brand new trailer for Soul Reaper? Yup, that's right! With the Early Access release quickly approaching, we felt it appropriate to release a new video in preparation of the upcoming launch! Check out the action-packed video below to get a good look at what you can expect this February!
The game has come a long way since its reveal, and we couldn't be more excited to show off our hard work!
We've also taken a boatload of new screenshots to highlight some of Soul Reaper's key features! We'll add a few below as an appetizer, and the full slew of media will be appended to our Presskit page within the coming days.
The Malisade brings a fiery grave upon the dwellers of Polarus.
Variety is the spice of life. There's many ways to outfit the Soul Reaper; which approach will you take?
Pictured: The moment our hero began to learn the value of good cardio.
The Damnabull not taking too kindly to strangers.
Squad Combinations, Artifacts, Soul Gear, Fusing… The list goes on! There's a lot of ways to bolster your power; choose the method(s) you like the best!
The Hungry Soul Fragment will constantly bring food into the equation, sometimes getting him into more trouble than its worth. Has he even tried steak before? …Can a skeleton even eat regular food??
The Romantic Soul Fragment is single and ready to mingle. He loves flirting with both allies and enemies alike, often confusing the recipients of his affection. The Arrogant Fragment isn't happy that he has eyes for Percie…
While awake, the Sleepy Soul Fragment does one thing: think about sleeping. He's somehow found the werewolf trucker to be a substantial substitute for a pillow. I doubt this will end well.
Each area is labelled, and you can always bring up the Minimap to get a better understanding of your location!
Without any Reaper Fragments, the Soul Reaper starts behaving rather strangely… I hope this is just a weird attempt at humor!
The Constelight initiates combat by summoning a giant blast of light. The circle marks its target, so if you aren't looking for a scrap, get out of there quick!
The Power of the Community
Ever since our first public playtest event, we've been been receiving an invaluable amount of data pertaining to how we can make Soul Reaper even better. From opinion pieces to bug reports, we've been listening to feedback and applying changes as quickly as possible. This was amplified tenfold by the release of Soul Reaper's Open Beta, and we cannot thank our supporters enough for the pivotal role they continue to play!
As we move from Open Beta to Early Access, we encourage players to keep expressing their thoughts on our Steam Forum and Discord! As developers, we typically only get to view Soul Reaper from one particular angle, and reading user comments can open our eyes to an entirely different perspective. In addition, don't forget to submit any oddities you encounter via our Bug Reporting Form, as your entries will be sent directly to the developers!
Last Chance to Play the Open Beta!
Power Level Studios will be retiring Soul Reaper's Open Beta shortly before the Early Access release. We'll be continuing to make adjustments and fixes as players continue to leave feedback, so if you'd like to contribute your thoughts before the launch, now's the chance! Grab it before it's gone at powerlevelstudios.com/beta and let us know what you think!
Follow Us!
That about wraps things up for this update! The feedback we've been receiving continues to shape our work for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Keep warm during this frigid month of January, and here's to an amazing new year!
Wow, time has been flying by! Power Level Studios has been so busy with version updates that it's now… December 23rd?! Ack, I didn't even get the chance to grab stocking-stuffers for my family! I hope I can find some last-minute loot in The Vault... (That, or maybe catch some fis
Wow, time has been flying by! Power Level Studios has been so busy with version updates that it's now… December 23rd?! Ack, I didn't even get the chance to grab stocking-stuffers for my family! I hope I can find some last-minute loot in The Vault... (That, or maybe catch some fish for dinner. I hear Clownanha's are in season, but I'm not sure I could take one in a fight alone…)
Ah, enough of my rambling! We're pleased to announce that Version 0.0.7 of Soul Reaper's Open Beta is now available to download! This is one of our most unique updates yet, as this time, we're introducing a new character! He's a friendly neighborhood specter that will lend advice to players for those who seek it. Currently referred to as the "Tutorial Dude", this little ghost has been scattered throughout the game. Approach him if you're ever in need of a helping hand!
This fellow is so intelligent, that he even found a way to be in two places at once! Or, maybe, he just has a really big family?
Whether it be about combat, treasure, or whatever, this small ghost has got you covered! Speak to him whenever you're feeling a little lost, and he'll drop plenty of helpful tips to keep your spirits up.
Always a good idea to brush up on type advantages!
Oh, and did we mention the Minimap? 0.0.7 features a map in the top right corner, that can be enlarged or hidden through the use of the Tab button!
Show-off! He knows about new features before we had a chance to explain them!
"Big Minimap" is a bit of an oxymoron, but feel free to enlarge it if you'd like!
Lastly, you'll now see brief tips from the Tutorial Dude on loading screens! Pretty neat, huh?
Always nice for a refresher!
0.0.7 Changelog
Wouldn't be an update without a changelog! Here's Danny Forest's list of new additions!
A Minimap has been added to the game! Use Tab to enlarge/remove it from the corner. Use X (Xbox layout) for controllers.
New Game+ is now accessible! Complete the game with all Reaper Fragments to unlock this mode!
Non-mandatory tutorials! Speak with our ghostly friend, the "Tutorial Dude", if you're ever in need of assistance! You'll find him scattered throughout The Vault.
Loading screens now display excerpts from tutorial sections.
We also plan to have a 0.0.7p1 at some point this week that fixes some various issues, so be sure to stay tuned for that!
Happy Holidays!
While we love huddling up to our computers during the Winter season (our CPUs double as great space heaters), it looks like the holiday spirit is ready to pluck us from our seats. (By that, we mean we keep getting yelled at by our relatives to join them at the dinner table.) As much as we enjoy programming, Power Level Studios will be taking a short break to spend time with family and friends this Christmas! Regardless of what you're celebrating, we wish you all an amazing time this holiday season!
Our heroes (and some festive monsters) hope you experience your holidays to the fullest!
As mentioned earlier, we'll try to sneak out Version 0.0.7p1 sometime this week to fix a few bugs. Apart from that, we won't be too active during the next few days. Still, we'll see what we can get finished before the New Year! (It's going to be 2020 already?! That's crazy!)
Follow Us!
That's about it for this holiday update! Remember to check out Version 0.0.7 at powerlevelstudios.com/beta, and let us know what you think! The feedback we've been receiving has helped shape these updates for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Keep warm during this frigid month of December, and most importantly of all, have yourselves a good one!
It's been a long and perilous journey for the Soul Reaper. After suffering a harrowing defeat by the hands of the Herald, our hero was forced to start from ground zero. With a hazy memory and split psyche, he fought his way through The Vault to regain his faculties and amass an a
It's been a long and perilous journey for the Soul Reaper. After suffering a harrowing defeat by the hands of the Herald, our hero was forced to start from ground zero. With a hazy memory and split psyche, he fought his way through The Vault to regain his faculties and amass an army even greater than before. Now, in Version 0.0.6, you can finally take your shot at the Herald once more! Use the abilities you've learned from defeated bosses to clear a way forward, and make The Midnight Council regret ever having crossed your path!
You'll need to make use of every Overworld boss ability in order to reach The Midnight Council!
The entire ending sequence isn't quite ready yet, but you'll still be able to get the rematch you've been waiting for! Brush up on your strategies, and give the Herald all you've got! The fate of The Vault depends on it!
Identifying The Way Forward
The newest build also packs in some nice QoL identifiers! For starters, area names now pop up on the Overworld to help give players a better sense of their current location.
Dangerous Detour? Uh oh…
We've also added a Poison element type icon, and touched up the Row Bonus display to make it look even better!
Green bubbles indicate Poison types, and the Row Bonus display now highlights the selected row via the miniature 3x3 grid.
Oh, one more thing before we move onto the next section! Percie is now back when Soul Smithing, this time presenting her original color scheme! We definitely missed her, and it's great to see her around again!
Even in the darkness of The Void, she's quite the cheerful lady!
0.0.6 Changelog
As always, there's more to an update than simply meets the eye! Here's Version 0.0.6's changelog, courtesy of Danny Forest!
New
Showing equipped fragment portrait on game file select screen
Now showing the name of the location where you are in the Vault
New poison icon
You can accelerate/decelerate combat using RT or LT (Mac only at the moment)
If selected squad has no units in it, add Soul Reaper by default
New final boss sequence
Improved
Better controller support in combat
Better controller support in the Vault
Better balance of blind attribute for Mumommy, Gastroblast, and Anglimmer
Better monster placement in some of Volcanheim's maps
Much improved early game fights
Removed all curse words from loot descriptions
Chests can now be dismissed with Accept or Cancel buttons
Better dialogues for Vipo
Much improved Row Bonus display in combat
Much improved Soul Smithing screen
Balancing of various soul row and socket bonuses
Bug Fixes
Fixed average effectiveness calculations
Fixed Insecure Reaper not having any combat background
Monsters in Vault were not ordered properly on the Z axis
Few boss and Reaper dialogue typos and animations fixed
Fixed Opponent bosses looking the wrong way (The Herald for example)
Ton of scrollbar jumping issues in the Menu when the player had a lot of souls and loot collected
Put back the cursor during dialogues for easy skip
Prevented a glitch where you could quickly open/close the menu and go over platforms in the Vault
Fixed 3rd save file duplicating display from the last selected game file
Fixed equipping loot on Soul Reaper sometimes unequipping other loot
Fixed Life On Hit and Life Steal triggering for every target on the caster's turn
Fixed the "Apply All Actions to All Targets" attribute always triggering as long as you had more than 0% chance of triggering it
Poisoned monsters lingering when dying while having a life regen buff
The Animation Sensation (Rabbit and Fish Edition)
With all this discussion about updates, we can't forget about our beloved monsters! Check out our Bunippy and Clownanha Animation Previews below!
The old adage of "fish are friends, not food," may not apply to this particular clownfish. Is that a piranha's jaw he's using?
Follow Us!
That's about it for this update! Remember to check out Version 0.0.6 at powerlevelstudios.com/beta, and let us know what you think! The feedback we've been receiving has helped shape these updates for the better, so please don't hesitate to share your opinion with us! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Keep warm during this frigid month of December, and most importantly of all, have yourselves a good one!
We meet again! (And so soon, too!) Power Level Studios has been knocking out the checklist of bugs one-by-one, and our newest build implements some excellent changes made to Soul Reaper's UI. If you've played one of the recent versions, you'll have noticed that the pause menus we
We meet again! (And so soon, too!) Power Level Studios has been knocking out the checklist of bugs one-by-one, and our newest build implements some excellent changes made to Soul Reaper's UI. If you've played one of the recent versions, you'll have noticed that the pause menus were becoming somewhat homologous. Everything was starting to blend together, making navigation rather difficult at times. In Version 0.0.5, however, the menus have been improved significantly! Check out the massive screenshot comparison below for a quick look at the changes!
Squad Screens:
Squad selection in 0.0.4.
Squad selection in 0.0.5. Power levels are better displayed, and the equipped squad is now highlighted with color.
Squad management in 0.0.4.
Squad management in 0.0.5. Plenty of visual improvements, and units now face the right direction.
Soul Reaper's Menu:
Soul Reaper's menu in 0.0.4.
Soul Reaper's menu in 0.0.5. Item rarity is now easily displayed, and gold trim indicates the presence of Soul Gear.
Inventory:
Inventory menu in 0.0.4.
Inventory menu in 0.0.5. General visual improvements and larger font for the heading.
Feats:
Feats screen in 0.0.4.
Feats screen in 0.0.5. Bars thinned out to display more info, and overall look has been differentiated from Vipo's Feats screen.
Reapedia:
Reapedia menu in 0.0.4.
Reapedia menu in 0.0.5. As seen with squad management, Stats and Row Bonus sections are organized to stand out more prominently. Element type now properly displays.
Settings:
Settings menu in 0.0.4.
Settings menu in 0.0.5. It gets its own space instead of being an overlay, and the new design makes it much easier to navigate.
It should also be noted that the background now changes with location. For example, pausing in Polarus will bring up the icy landscape behind the menus.
Looks a little cold to be sitting there, but if he doesn't mind…
In addition, we've also improved the Feats menu. It received a visual overhaul back in 0.0.4, and now features one-button claiming. Claim your rewards by simply clicking on the completed status bar (or "Turn in" button). It's been far more streamlined!
Vipo hands out some nice prizes, so remember to check back with her every now and then!
As always, there's more to every update than meets the eye! Here's the changelog for Version 0.0.5, courtesy of Danny Forest!
0.0.5 Changelog
Massive menu improvements all around
Vastly improved controller support
Fixed a teleporter issue leading to the Alchemutant
Fixed a soft lock caused by the Constelight in combat
Improved UI when claiming Feats from Vipo
Dashing Good Looks (That Could Kill!)
Over the past week, we've uploaded two short videos highlighting Loot Artifacts and Soul Gear. Taking advantage of these systems can improve your performance in battle significantly, and it's a lot of fun experimenting with the perks generated from the right amount of customization!
A more comprehensive outline of both these systems can be found in our Guides section, but for a quick tl;dr:
Loot Artifact: Piece of loot belonging to a specific set which, when 3 pieces of its corresponding set are equipped across a row of units, grants special bonuses to each unit in the row.
Soul Gear: Combinations of specific souls and loot pieces that produce special bonuses to the wearer.
Take a look at the videos below for a brief overview, and enjoy experimenting with the plethora of combinations available!
By slotting the right souls into the right loot, you'll add some highly lethal side effects to your attacks!
If you ever want a quick refresher, you can open up the Settings tab in the menu, and click on the corresponding "Help" button for either section! We've listed plenty of combinations you can try out, so feel free to give it a gander when needed!
Feedback Feeds The Reaper
It cannot be overstated just how vital criticism is to our work. (It's an important part of any Reaper's diet!) The content of these updates has been shaped around, and made possible by, the feedback we've been receiving from the community! It's been fantastic having players assist with the development process, and Soul Reaper is looking better each day because of it! Thank you all for your continued support, and feel free to reach out to us if you'd like to share your opinion!
For general thoughts on the game, its mechanics, progression etc., we'd love to hear about it on our Steam Community Forum! (Discord works well too!)
For oddities, exploits, glitches etc., don't hesitate to use our Bug Reporting Form if you'd like our team to take a look!
Follow Us!
That about wraps things up for this update! Remember to check out Version 0.0.5 at powerlevelstudios.com/beta, and let us know what you think! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Try to keep warm during this frigid month of December, and most importantly of all, have yourselves a good one!
Did you miss us? Earlier this week, we released Polarus as part of Version 0.0.3 of Soul Reaper's Open Beta. It was a monumental update for us, as all three layers of The Vault had finally become accessible! A lot of work went into the new zone, and we're glad players have been e
Did you miss us? Earlier this week, we released Polarus as part of Version 0.0.3 of Soul Reaper's Open Beta. It was a monumental update for us, as all three layers of The Vault had finally become accessible! A lot of work went into the new zone, and we're glad players have been enjoying their time exploring the perilous ice fields.
These monsters mean business! Don't forget to check out our Guides section if you need help squad building for Polarus!
You might be pleasantly surprised to hear that we haven't slowed down at all! Despite Monday's major update, we're already prepared to unleash Version 0.0.4 upon the world! (Muhahaha!)
Fret not; you won't feel pressured to rush through Polarus in order to access this version's new content. In fact, it's more of a complementary update to previous areas and systems. You'll find that all treasure chests have been placed within the game, and that performance on the Overworld has improved significantly within some of the previously problematic areas.
As part of our ongoing effort to optimize performance, we're always looking for ways to boost FPS! Here's an example comparing two of 0.0.3's most demanding environments to their 0.0.4 counterparts.
These two changes merely scratch the surface of what 0.0.4 has to offer! For the full list, check out the changelog below! (Courtesy of Danny Forest as always!)
0.0.4 Changelog
All treasure chests are in the game
All igloos have content in them now
New feats for finding treasure chests
New feats for Soul Smithing
Massive optimizations in Elysium
Massive optimizations in Polarus
Massive optimizations in Combat
6 new Soul Gear
The Final Fantasy ring (only ring with 3 soul sockets)
Fixed issue where dialogues would sometimes not start
Lots of level design fixes
Fixed Soul Reaper's eyes not always being correct
Fixed Opponent Reapers not being on the right side
Fixed UI issues in the Combat Victory screen
Updated the savepoint dialogue
The Thing With The Ring
There's a very special item being included in 0.0.4! It's an incredible loot piece whose name pays homage to one of Soul Reaper's greatest inspirations. The "Final Fantasy" ring is the only one of its kind, possessing 3 sockets to lock in souls with. It's hidden somewhere within Polarus, and it certainly won't be easy to find. We don't want to give away too many hints this early, but rumor has it that you'll need the Alchemutant ability to obtain this sacred item… We wonder who will get it first?
Feedback Feeds The Reaper
Criticism is an important part of any Reaper's diet! (No, seriously! It's great for the bones, and helps build character!) The content of these updates has been shaped around and made possible by the feedback we've been receiving from the community! It's been fantastic having players assist with the development process, and Soul Reaper is looking better each day because of it! Thank you all for your continued support, and feel free to reach out to us if you'd like to share your opinion!
For general thoughts on the game, its mechanics, progression etc., we'd love to hear about it on our Steam Community Forum! (Discord works well too!)
For oddities, exploits, glitches etc., don't hesitate to use our Bug Reporting Form if you'd like our team to take a look!
Follow Us!
That about wraps things up for this update! Remember to check out Version 0.0.4 at powerlevelstudios.com/beta, and let us know what you think! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Try to keep warm during this frigid month of December, and most importantly of all, have yourselves a good one!
As snow continues to coat the roads in a cold blanket of white, Power Level Studios remains unperturbed by the elements and has been pushing forward with a fiery passion! Rather than going out and making snow angels, we've been enjoying our time huddling up to our fireplaces (i.e
As snow continues to coat the roads in a cold blanket of white, Power Level Studios remains unperturbed by the elements and has been pushing forward with a fiery passion! Rather than going out and making snow angels, we've been enjoying our time huddling up to our fireplaces (i.e. computer exhaust fans) and adding new additions to the game! As exciting as it is to wander out into the below-zero wonderland, we have instead opted to bring the Winter landscape to you. Yup, that's right! Version 0.0.3 is ready to download, and Polarus is now available to explore!
Polarus is the third and final layer of The Vault. Quite the "polar" opposite of Volcanheim, no?
This snowy plane takes no prisoners. Get ready to fight some of the most dastardly creatures around, and prepare yourself for Soul Reaper's toughest challenge yet: mathematics.
The Alchemutant is one of the final remaining boss souls available to capture. If you can't prove your mettle through math, then perhaps you can "persuade" him like you did the others?
The Alchemutant presents an interesting ability for those able to recruit the mad scientist. Upon finding an igloo on the icy field, players will be able to shrink down and retrieve treasure from the inside!
I wonder what those little guys are hiding? Only one way to find out!
That being said, it's important to remember that Polarus is one of the final locations in the game. It's going to be pretty tough to navigate through its monsters and terrain if you aren't prepared! If you're feeling a little lost, we recently added a Guides section to our website that details how to prime up your squads for combat! There's a lot of mechanics you can take advantage of in Soul Reaper, so give it a gander if you'd like tips on maximizing your effectiveness in battle!
Of course, you can always talk to Vypo for guidance! He'll point you in the direction of new bosses to fight!
A Place For Everything, and Everything in Its Place
While Polarus is a fantastic addition to 0.0.3, there's plenty more to see than just a new area! One of the first things that will jump out to players is the new UI in combat!
No longer will you need your Reapedia by your side! There's plenty of visual identifiers to reference on the battlefield, making it easy to know how to proceed!
For starters, the player's squad is now on the left side of the field! This has been a heavily requested adjustment, and we're pleased to announce its inclusion within the newest version!
Secondly, the Turn Order table is now prominently displayed across the left side of the screen. It even includes turns 6 and 7, which weren't previously visible in 0.0.2! This makes it far easier to plan ahead in battle, and should give the player a better idea as to when they should heal or attack.
Element types are also now visible! Creatures that aren't Poison or Neutral will now have their respective element displayed beside their health bars. This change makes it far more intuitive to plan out super effective attacks!
Finally, Row Bonuses are now displayed under each squad's name. Highlighting an enemy will pop up the bonuses currently being applied to their row, allowing players to quickly check what exactly they're dealing with.
As a quick reminder, it's great to arrange your units into rows! You'll share stat bonuses that way! For a thorough guide on harnessing these bonuses, check out our article here!
List of Updates and Improvements
It's that time again! Below is another changelog compiled by Danny Forest that overviews both the major and minor changes found in Version 0.0.3. This man has been working around the clock to fix bugs while adding in new content, and we can't thank him enough for his incredible work! Without further adieu, the list of adjustments is as follows:
Major features
All worlds unlocked
All bosses unlocked
All Soul Reaper Fragments unlocked
Tons of menu UX and UI improvements
All boss and Soul reaper fragment dialogues (that's a ton guys!)
300 feats available, all rebalanced to give extraordinary rewards
Combat UI redesign
Major rebalancing in many areas
Half of the treasure chests are designed and implemented, giving awesome rewards every time!
Game progression rebalancing
Minor features and changes
Better controller support (but still not fully usable)
Fixed Octoblader's web sprite missing
Fixed ability icons not always showing up
Now starting the game with 3 Soul Gear
Fixed tons of monster behaviors not working as expected in the Vault
Redesigned flow for Soul Smithing
Redesigned Game Over screen
Fixed collision boxes on many monsters in the Vault
Fixed tons of invisible walls in many levels
Fixed tons of other bugs in many levels
Added proper music for Polarus
Implemented some Vypo dialogues to give you directions on where to go next
Support for loot that can amplify specific souls' power
Fixed Soul Reaper level up display when leveling up by more than one level
Added an animation for when Soul Reaper levels up
Added a loading screen when selecting a save file
Fixed a bug that respawned bosses when opening and closing the menu on top of a boss
Quite the slew of changes, isn't it? Remember, much of these improvements wouldn't have been made possible without the phenomenal support from the community! You guys have been amazing with providing feedback (both on our Steam Forum and in private), and we can't thank you enough for continuing to submit bug reports via our submission document! This stuff helps a ton, and Soul Reaper's development is moving much more smoothly thanks to it!
The Animation Sensation (Trees, Pandas, and Puffers, Oh My!)
It's been a while since we've done another round of monster animations! Check out the groovy movements of the Commandapanda, Malignatree, and Needlypuff below!
This fish shoots out arrows in any which way it can. Neat talent, but probably not what it expected when signing up for archery class. Those darn Snipines!
Follow Us!
That about wraps things up for this update! Remember to check out Soul Reaper's Open Beta at powerlevelstudios.com/beta, and let us know what you think! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Remember to stay warm in this chilly Winter weather, and most importantly of all, have a good one!
Whoa, things are getting chilly out there, aren't they? As the fallen leaves become painted white, there's no better time to cozy up to some hot coco while navigating the blistering terrain in Volcanheim. Lava a little too extreme? Why not swing by the lush and lively planes of E
Whoa, things are getting chilly out there, aren't they? As the fallen leaves become painted white, there's no better time to cozy up to some hot coco while navigating the blistering terrain in Volcanheim. Lava a little too extreme? Why not swing by the lush and lively planes of Elysium! These two areas are free to explore in the Open Beta, so give 'em a shot if you'd like to crush those icy Winter Blues.
Nothing screams "Summer" quite like running from a Fournicorn's spikes or a Volcadillo's projectiles!
The snow hasn't kept Power Level Studios from slowing down at all! (If anything, it's more of an incentive to stay at our screens!) There's plenty of news to cover since the last Dev Blog, and we've got some neat things we'd like to share regarding future updates!
Arm Yourself With Knowledge
Our website has a new section! Click the Guides tab to launch yourself into a plethora of helpful tips and handy tricks, all written by Danny Forest himself!
For starters, we've ported over the squad building guide from a few weeks back. You'll find it at its new location here! While it was built with an older version in mind (one without the Soul Reaper as a playable unit), this guide still covers the essentials required to harness the full power of Row Bonuses. If you're looking to build synergy between your creatures, this is an excellent place to begin!
Looking to learn more about the intricacies surrounding Loot? Want to make some powerful combinations, but don't know where to start? Try out our "Loots Galore!" guide here! It explains the basics such as drop rates and attributes, then delves into the world of "Soul Gear". Attaching certain souls onto loot pieces can unlock some crazy bonuses, so take advantage of it where you can!
Want to make the Soul Reaper an unstoppable reaping machine? Look no further, as our new Leveling guide can be found here! This article explains how players can use the Reaper Fragments collected from the "impostor" boss fights to bolster the Soul Reaper's effectiveness in combat. The Agility stat cannot be emphasized enough here, as being able to have more turns can lead the Soul Reaper to not only become a fearsome fighter, but also a surprisingly effective healer.
Montreal International Gaming Summit!
Power Level Studios held another public playtesting event mid November - this time, at the MEGA+MIGS 2019 event in Montreal!
They gave us a pretty awesome booth! It was really cool to have our promotional art displayed like that, and we even had some guests that recognized us from previous events!
The experience was nothing less than stellar! These playtests have really helped open our eyes as to where we should proceed with certain design choices, and they continue to be an imperative resource for Soul Reaper's development! At MIGS in particular, we noticed that most players had no idea of where the turn-order icons were located! (In the build we were presenting, they were vertically stacked in the top left corner.) We plan to tweak these icons for future builds, and apply a layout that better emphasizes their importance during battle.
Bite-Sized Surprises
While our next big update is right around the corner, we've been sneaking in smaller patches as we continue to improve on Soul Reaper's design! We now have an "X.X.XpX" nomenclature for versions of the Open Beta, where "pX" indicates the most recent patch for that particular build.
For example, we've made an improvement to the targeting animation that appears when you select an opponent in battle!
Target acquired!
We've also made a few general UI improvements, bug fixes, and other QoL changes that offer an overall better experience. As of the time of writing, we're currently on version 0.0.2p3! If you're still rocking an unpatched 0.0.2, you might be pleasantly surprised as to the changes you'll find in the most recent update!
Oh, and remember when I said that the next big update is right around the corner? We're aiming to have version 0.0.3 available sometime next week! This will include the snowy region of Polarus for all to explore, and will feature some intense boss fights to boot! You'll definitely want to keep those guides handy, just in case!
For those who love the Winter season, Polarus has got you covered!
Volcanheim and the Mandela Effect
"Volcanheim", or "Volcanhiem"? That is the question. We were intrigued to learn that everyone's favorite volcanic landscape had somehow found its way to possess two unique spellings, both of which are represented in official media! Freaky, huh? While we can't quite rule out the (infinitesimally small) chance that Soul Reaper's development has somehow hopped realities, we can say with confidence that we'll be doubling down on the "Volcanheim" spelling from here on in. We blame the local Stabbytabby for any confusion, and he will not be receiving his special Reefraff dessert tonight as punishment.
Follow Us!
That about wraps things up for this update! Remember to check out Soul Reaper's Open Beta at powerlevelstudios.com/beta, and let us know what you think! Our Discord and Steam Community are the easiest ways of making your voice heard, but feel free to reach out to us via any of our social media links below! Stay tuned for further updates, and we'll see you fine folks next time! Stay safe (and warm) out there, and have a good one!