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Soulstice similar games & best alternatives

Soulstice

PC (Microsoft Windows), Xbox Series X|S, PlayStation 4, PlayStation 5 • 2022

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Quick resume

Explore a dark world brimming with hidden mysteries, master a diverse combat system, and inhabit the dual forces of two sisters in a coming-of-age dark fantasy story with fast-paced action, vicious enemies, and spectacular boss fights.

Global score

73/100

Genres

Action, Adventure, Role-playing (RPG), Hack and slash/Beat 'em up

Similar games

    Pros

    • Engaging combat with weapon variety
    • Strong dark fantasy story and characters
    • High quality visuals and art style
    • Challenging but fair difficulty with replayability
    • Accessible difficulty options and assist features

    Cons

    • Fixed camera angles can be frustrating
    • Some repetitive environments and level design
    • Combat combos somewhat limited
    • Enemy damage sponginess at higher difficulties
    • Platforming sections occasionally annoying

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over movement and decisions in exploration and chase sequences, despite some fixed camera angles and tank controls."

      Capsule for Dead Seater Dead Seater

      "Players have control over combat actions, weapon switching, and some camera control during fights, but fixed camera angles during exploration limit full freedom."

    • Competence

      Game with the same Competence vibe

      4

      "Combat requires skillful timing, combo chaining, and mastery of mechanics; challenging bosses and progression."

      Capsule for Clash: Artifacts of Chaos Clash: Artifacts of Chaos

      "Combat requires skillful timing, weapon management, counters, and adapting to enemy types; difficulty scales and rewards mastery."

    • Competition

      Game with the same Competition vibe

      -2

      "Focus is mostly on personal progression and self-set goals; no strong emphasis on ranked or direct player-vs-player competition."

      Capsule for Twilight Survivors Twilight Survivors

      "Focus is primarily on personal progression and mastery; some scoring and ranking systems exist but no direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long playtimes, replayability with different difficulties, and desire for DLC/sequels."

      Capsule for Miasma Chronicles Miasma Chronicles

      "Players report long play sessions, replayability through challenges and higher difficulties, and desire for sequels."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Player is accompanied by AI companions who assist in gameplay, but no multiplayer cooperation is present."

      Capsule for Beyond Good and Evil™ Beyond Good and Evil™

      "Gameplay involves a companion character (Lute) assisting in combat, but no multiplayer or player cooperation."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize combat style through skill trees and weapon choices, though within predefined systems."

      Capsule for Samurai Jack: Battle Through Time Samurai Jack: Battle Through Time

      "Players can switch weapons and customize skill trees, but combat combos are relatively simple and environments somewhat repetitive."

    • Domination

      Game with the same Domination vibe

      -3

      "Interactions emphasize cooperation and mutual support; no evidence of dominance or power imposition over others."

      Capsule for Zombie Kill of the Week - Reborn Zombie Kill of the Week - Reborn

      "Interactions emphasize balanced combat and cooperation with companion; no evidence of dominance or power assertion over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Dark fantasy setting and immersive atmosphere provide strong escape from real life."

      Capsule for Arx Fatalis Arx Fatalis

      "Dark fantasy setting, immersive story, and atmospheric visuals provide strong real-world escape and stress relief."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure."

      Capsule for Sid Meier's Civilization® V Sid Meier's Civilization® V

      "Players engage voluntarily out of interest and enjoyment rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different weapons, skill trees, and approaches to duels and combat."

      Capsule for Call of Juarez: Gunslinger Call of Juarez: Gunslinger

      "Players experiment with weapon switching, skill trees, and combat strategies to handle diverse enemies and challenges."

    • Exploration

      Game with the same Exploration vibe

      1

      "Limited exploration with fixed camera angles and linear paths; some side quests encourage minor discovery."

      Capsule for NARUTO SHIPPUDEN: Ultimate Ninja STORM 2 NARUTO SHIPPUDEN: Ultimate Ninja STORM 2

      "Exploration is mostly linear with fixed camera; some hidden secrets and rewards encourage limited discovery."

    • Expression

      Game with the same Expression vibe

      1

      "Some character upgrades and weapon customization exist, but no extensive avatar personalization."

      Capsule for Super Panda Adventures Super Panda Adventures

      "Character and weapon customization through upgrades exist, but no extensive avatar personalization or cosmetic modification."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong dark fantasy narrative and setting based on Berserk manga with supernatural elements."

      Capsule for BERSERK and the Band of the Hawk BERSERK and the Band of the Hawk

      "Strong dark fantasy influences from Berserk, Claymore, and anime; supernatural powers and imaginative fiction dominate."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Experience is primarily solo with minimal social interaction or community involvement."

      Capsule for Warhammer 40,000: Chaos Gate - Daemonhunters Warhammer 40,000: Chaos Gate - Daemonhunters

      "Experience is primarily solo with minimal social interaction or community involvement."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, unlock characters, and improve equipment, showing clear progression and learning."

      Capsule for The Braves The Braves

      "Players develop skills, learn enemy patterns, and upgrade characters and weapons, showing clear personal progression."

    • Health

      Game with the same Health vibe

      -4

      "Typical sedentary gameplay with no physical activity or health-related features."

      Capsule for CODE VEIN CODE VEIN

      "Typical sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat and exploration; not designed for casual or background play."

      Capsule for Terraria Terraria

      "Requires focused attention during combat and exploration; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited emotional connection through story and characters but no social or relationship building."

      Capsule for Omensight: Definitive Edition Omensight: Definitive Edition

      "Limited emotional connection focused on main characters; no social or relationship-building features."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No player leadership roles; companions assist but player does not lead groups."

      Capsule for Risen 3 - Titan Lords Risen 3 - Titan Lords

      "No player leadership roles; companion character assists but player does not lead others."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on accumulating weapons, upgrades, and skill points to enhance power."

      Capsule for DEAD OR SCHOOL DEAD OR SCHOOL

      "Strong emphasis on acquiring weapons, upgrades, skill trees, and combat ranks to enhance power."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Combat can be challenging but balanced; some players find it engaging and cathartic rather than stressful."

      Capsule for DYNASTY WARRIORS: ORIGINS DYNASTY WARRIORS: ORIGINS

      "Combat can be challenging and intense but also rewarding and cathartic; some players find it stressful."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, sound design, and combat animations provide sensory stimulation and excitement."

      Capsule for IfSunSets IfSunSets

      "Visuals, sound design, and combat animations provide sensory stimulation and excitement."

    • Status

      Game with the same Status vibe

      -3

      "No social status or recognition systems; focus is on individual achievement without external evaluation."

      Capsule for Mana Spark Mana Spark

      "No social status or recognition systems; focus is on individual achievement without external evaluation."

    • Story

      Game with the same Story vibe

      4

      "Engaging narrative with character development and lore; story is a key motivation for players."

      Capsule for TRON 2.0 TRON 2.0

      "Engaging narrative with character development, lore, and cinematic cutscenes; story is a strong motivator."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat requires planning skill combos and cooldown management; some puzzle-like quest elements."

      Capsule for Super Daryl Deluxe Super Daryl Deluxe

      "Combat requires planning weapon use, counters, and managing aura fields; some puzzle elements present."

    • Thrill

      Game with the same Thrill vibe

      3

      "Boss fights and risk-reward mechanics provide moments of suspense and excitement."

      Capsule for BRAVELY DEFAULT II BRAVELY DEFAULT II

      "Combat intensity, boss fights, and risk-reward mechanics provide suspense and excitement."

    • Value

      Game with the same Value vibe

      4

      "Players report strong return on investment with extensive content, replayability, and engaging gameplay."

      Capsule for Judgment Judgment

      "Players report good return on investment with long playtime, replayability, and engaging content."

    • Violence

      Game with the same Violence vibe

      4

      "Combat focused on defeating enemies with various attacks and abilities."

      Capsule for SanctuaryRPG: Black Edition SanctuaryRPG: Black Edition

      "Combat focused on defeating enemies with weapons, combos, and special attacks; destruction and violence central."

    • Survival

      Game with the same Survival vibe

      2

      "Combat involves avoiding defeat and managing resources, but not extreme survival mechanics."

      Capsule for Kingdoms of the Dump Kingdoms of the Dump

      "Combat involves avoiding damage and managing resources; some challenge in staying alive but no survival mechanics."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Cooperation, Violence. It leans lower than usual among comparable games on Exploration.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026