Soulslinger: Envoy of Death

You are a gunslinger in limbo, involved in a gritty war against "The Cartel", a ruthless organization harvesting souls to break free of the shackles of the afterlife. Grow stronger with each new run, gather the essence of lost souls to take on the biggest threats in this rogue-lite FPS!

Soulslinger: Envoy of Death is a early access, western and rogue-lite game developed by Elder Games and published by Headup.
Released on December 14th 2023 is available only on Windows in 8 languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Russian and Simplified Chinese.

It has received 366 reviews of which 261 were positive and 105 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 17.99€ on Steam.


The Steam community has classified Soulslinger: Envoy of Death into these genres:

Media & Screenshots

Get an in-depth look at Soulslinger: Envoy of Death through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel I5 4690 / AMD FX 8350
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 1060 / AMD Radeon RX 580
  • DirectX: Version 12
  • Storage: 30 GB available space
  • Additional Notes: Expect 1080p, low-medium settings with this hardware

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
its gotten a lot better since it was originally released, Thanks Zlimbratski for recommending this one to me.
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Jan. 2025
i just want to put my opinion here for those about to buy/comparing this to witchfire. i bought both, and within 2 days refunded witchfire. This is by no means me trashtalking witchfire, as its still an early access game. But after playing both i have a strong bias towards SS:EOD. This is because of the advertising i saw for witchfire felt like it promoted it as a strong story based game, and i just couldnt seem to find that in game. Now thats not to say it never will, as its still early access, but its not what i was hoping for at the time. I found this game while looking for Witchfire, and am SUPER glad i did. I read a couple of the forums and player reviews before buying and unfortunately was almost turned away initially due to some of them. As i kept reading those reviews however, I realized a common trend, childish reviews boiling down to "I booted the game and could barely run it" and "this isnt witchfire".... Both seem childish as 1. I saw nothing about them speaking about whether or not they tried turning down some of their settings to have a smoother gameplay experience. and 2. No this isnt WF, you didnt buy that game, so stop trying to compare it to that game. Unfortunately both games released early access around the same time. which i feel has only done a disservice for this game, due to the lack of advertising ive seen on this games end. SS:EOD is a fantastic roguelike, and one with a strong story. The main draws to me is how visually the game looks, the gameplay and fluid maneuverability in game, the difficulty {and scaling of it as you progress}, and the amazing story in a roguelike, which i personally think is a huge step in the right direction for the genre. Even with this game currently in early access, im drawn in, and left wanting more. Even after beating all the content available at this time, i still find myself going back through, trying out the different weapons, abilities, and powerups available. Ive been left on the edge of my seat, and cant wait to see how the story progressed down the line when it becomes available. You all, especially with such a small team have done nothing short of an extraordinary job, and i cannot stress enough how proud i am in the work you have been able to accomplish. I like that going through the players comments on the games. and then the most recent patches, that you are genuinely listening to the feedback your community is submitting. And i think you have done something that could define an entire genre with this game, as good roguelikes are hard to come by, good roguelikes with amazing stories that have been thought out are harder to find than diamonds. You all have done an amazing job, I cant wait to see where this story goes. Ill be extremely happy to see this game get the recognition it deserves. And i cant wait to see what project you all work on next. You have impressed me with this beyond what i cant express. And i will be following you all through to the next one. Keep doing what your doing, because youre doing everything right!
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Oct. 2024
Here's some notes from while I was playing the game. I think the gun animations are kinda boring, I think it'd be much more fun and feel more badass if you reloaded them manually instead of teleported bullets into the guns. However I understand that that is pretty complex to do and make look good so it's not that big of a deal from a small studio. The animations in general are a bit jank but I'm assuming that's caused by inexperience so I can't really blame the devs too hard for that one, they get the job done. The music is pretty badass, nothing overwhelmingly spectacular but I think it's pretty awesome when you're gunning down some goons and you hit that one headshot at the same time as a beat. Wish they had actual iron sights instead of imaginary ones, it's currently pretty pointless to aim because it neither looks cool nor helps you aim better because the bullets are pretty true to the reticle. This is more of a petty complaint but I think I'd also love if they removed the gun switch noise, it's fine to have gun switch noises but my ears get a bit tired of hearing it when every gun has the same noise. An even pettier complaint I have is that I'd love if the loading screens didn't say loading screen, makes the loading screens feel in universe thus making immersion better and my brain happy. The lighting and level design goes pretty hard, it looks incredibly pretty just to exist in the world but in fairness accurate sunlight in games in general just makes everything look gorgeous. Another minor complaint is that the doors are a bit far from each other in each "room" but that's just a personal preference and I could see why someone would like it, it's just not my cup of tea and I'd rather they be huddled up in the same place. Dead-Eye's character design is pretty damn cool, big ups to the pirate who voiced him. Really lovin the perfect reload, nothing more satisfying than gunning a man down and then hitting his mate with a perfect reload revolver fanning. Had a small problem when I was crafting for the first time, it didn't say I was done so I didn't really know where to go from there, figured out that going to death progresses but I'd love to have some more obvious indications of where to go as I don't know haven well as a new player. Another small thing that doesn't really matter much, sometimes when I exit the game window and then click into it the game will freeze until I click out the window and re enter again. I think death's movements are too human looking for him to be death, he kinda reminds me of a colleague on a smoke break. Haven't encountered much framerate issues like said in some other reviews but I am playing on an rtx 4060 so I can't quite say for sure if there is much framerate issue in the game. This is about all of my thoughts in the hour or so I've played it, overall pretty fun but I can't say I'll put a lot of time into the game so I'll leave it on not recommend for now and hopefully the game'll become more fun in the near future so I can change it because the base gameplay is genuinely fun. Also the devs seem pretty nice, they reply to a lot of reviews on the game whenever it's an issue or just a lil discussion, nice blokes. Edit: switched from negative to positive review because as the dev said in the comment it probably hurts the game in some small way and I wanna see this game flourish.
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Oct. 2024
Nice! This game has an old west/mythical/afterworld vibe that's really a joy to experience. It plays well and has a frenetic feel to the combat that will not let you get bored. Its a great effort for an early access title and I encourage everyone to try it.
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March 2024
TL;DR: Pretty fun loop with a fair balance of persistent upgrades vs. run-specific. It's light on content right now, but worth coming back to as it updates. It plays a bit like the modern DOOM games in a rougelike setting. It's good but has its issues in both technicals and gameplay. The story is not bad, nothing groundbreaking, but enough hooks and motivations to keep you interested. (Albeit, a bit cutscene heavy in the beginning.) The voice acting is actually quite good despite a bit cliche "quippy" dialog from the protagonist. Gamepad controls are poor and unoptimized. Think using a third party 'keyboard to controller' mapping software on a MnK only game. You would get the same result. What unfortunately exacerbates this is that there are many different buffs you can get if you don't miss shots. This sort of forces use of the shotgun if you are going to be using a gamepad, as it can be difficult to hit perfect revolver shots sometimes and suddenly losing your buffs can be quite punishing. As for gameplay, there's seems to me one particularly big balance issue with the dash/'dodge' action. Much like DOOM, there is a dash movement that you will be using to zip around arenas quite a bit. It can be upgraded by any of the four primary elements in the game. Of the four element upgrades for dashing, there's one very very clear winner which really makes it the only logical choice. Significantly slow down all enemies and projectiles in the entire level, or get a 40% chance to inflict a status effect on enemies you dash directly into? In a game all about moving quickly and avoiding enemies, it's a very clear choice. The full arena slowdown is a massive advantage. I suppose some very skilled players could make aggressive use out of the other elemental dashes (particularly with the dash gives damage resist perma-upgrade), but most people are going to be using it as a tool for movement/avoidance/dodge/panic etc., so the effects coming from where you land seems counter-intuitive. Dashing into enemies is generally a bad idea, especially if the effect doesn't even proc (which has a 60% chance of happening.) You will be left defenseless without an escape tool and surrounded by enemies. Rather, the dash effects would make more sense to me if they came from where you began the dash so as to better help in kiting, getting surrounded, and so on. I figure the dashes can likely be upgraded to proc more consistently, but after beating the available level and encountering the upgrade shine more than a few times, I never saw the option. Even at a 100% proc chance, though, I would still prefer to take the slowdown dash. Slowdown doesn't necessarily need to be nerfed or anything, but the others need some love. That all may seem nitpicky, but the dash is essential and the gameplay rests on its shoulders. -- Some later run arenas also can be a bit less fun. You'll be frantically dodging the swarm of small ads while there's 6 or more bullet sponge "ogres" that can launch huge AoE attacks anywhere in the arena. If you manage to clear the little guys, you're left just dashing back and forth putting in tons of shots to one ogre at a time. Because there's so many of them, their AoEs can overlap to the point that you can't dash escape, you'll just dash out of one and into another. Visibility can be a major issue when there is a high number of enemies. Through the enemies explosive/fire attacks etc. and your own as the player (green poison waves, walls of red fire, explosive rounds, so on) it can be nearly impossible to see enemies before they are either on top of you or their projectiles suddenly hitting you through it all. Enemy projectiles in general could use better readability, they were likely the cause for most of my damage taken. Overall, it's a fun game and is worth keeping an eye on. I don't intend to be overly negative, just want to give honest feedback to a game where the devs have clearly put a lot of care and work in and are still working on finer details. I look forward to future tuning and drops.
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Last Updates

Steam data 19 November 2024 06:05
SteamSpy data 19 January 2025 14:12
Steam price 22 January 2025 20:48
Steam reviews 21 January 2025 03:54
Soulslinger: Envoy of Death
6.8
261
105
Online players
6
Developer
Elder Games
Publisher
Headup
Release 14 Dec 2023
Platforms
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