Hello Soul Survivors,
Thank you all for your patience as we near closer to the Early Access release. Below is a sketch one of our artists created for the game. Soon, this will become our promotional banner, in full pixel glory.

We understand the game has taken a bit longer to finish than expected, but this is only because we want the end product to be awesome. We don’t want to release something that doesn’t live up to our expectations. We felt Soul Survivors needed more content and polish, and so we decided to spend a little extra time in some areas of the game, specifically AI and visual polish. We want to start Early Access on the right foot.

This brings us to a very important new feature we added to the game: Mini Bosses. Each boss now has a rank, as displayed by the number of skulls below their health bar. 2 skulls represents a main boss and 1 skull represents a mini boss.


We felt that 2 bosses per world just wasn’t enough, especially considering how important bosses are to the game. Bosses are one of the core features of Soul Survivors that are designed to challenge the player and really put their skills to the test. Bosses are not just meat shields. There is strategy involved, and each fight is very unique. Because of the intricacies of the fights, everything takes a lot of time to develop and test. The mechanics in Soul Survivors run deep, and thus the implementation can take some time.
Every single character, particle effect, attack, enemy, etc is all hand drawn pixel art.



We do not use any streamlined engine features such as particle systems and lighting. Each effect you will see in the game is drawn by hand, frame by frame.
We’ve also got loads of new enemies added to the game. Here’s a minotaur, found within the Catacombs. He's got a deadly charge!


We promise a release date is coming soon! We have a few surprises to come, and we are planning to announce the release date early next month. We are very excited to release the game in Early Access. Thank you for your continued support, and please feel free to reach out with any questions or feedback.
Team Stingbot
