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Warrior's Armet (Rare) Adventurer's Helm (Rare) Mage's Hood (Rare) Rogue's Hardcap (Rare) Spellsword's Cover (Rare) Cultist's Cowl (Rare) Miner's Hardcap. Prospector Gear. Prospector Mask. Zwergish Beard.
Wayward Souls is an action-adventure game built for quick playthroughs and massive amounts of replay value. It was inspired by Spelunky, Secret of Mana, and our previous game, Mage Gauntlet.Procedurally generated random levels mean that every time you play the game, it's a different experience. Control one of six characters, all with their own unique playstyles, abilities, and equipment. Explore and fight for survival, in combat where your tactics, positioning, and timing matter.More Features:- Fancy control scheme with no virtual buttons or sticks to fumble over.- Unlock new areas, for increasingly punishing difficulty.- 13 area types, all with different monsters, potential traps, and rare encounters.- Each character can find equipment combinations that change their gameplay.- Victory is based on your increasing skill as a player, not solely on grinding.- Hats.- No IAP ever, even for the hats. All content updates will be free for our fans.- Unprecedented scope and variety for an action-adventure game on iOS, maybe anywhere.@rocketcatgames or www.facebook.com/rocketcatgames.
We had a one day delay doing this due to an approval we had to wait on, but the game is now officially out! The 1.0 build has been up since yesterday.Thanks for all the feedback and support up until now. We've added a lot of content and changes since Wayward Souls was available for Early Access, and a lot of the changes have come directly from player feedback. You can continue to give us feedback in the comments or on our official Discord, here: future plans are to get started on new games, look at the mobile version of Wayward Souls to try to do a small content update there, and look into any extra changes for the PC version of Wayward Souls in future updates.
Besides bugfixes and tweaks, I would particularly like to add Arena and Gauntlet modes for Paladin. I would also like to look into possibly adding a new item set for every character, a new set of 3 items each like we did during Early Access.That's it for now! For new players, I hope you enjoy the game. And for all our fans, please look forward to the next games!- Kepa Auwae- Owner, Rocketcat Games. We're planning on wrapping up Wayward Souls for a 1.0 Release out of Early Access on August 27th. The game's price will increase to $15 on launch.Coming up: Paladin tweaks and adjustments, and additional bugfixes. There will likely be 2 or 3 more updates before the launch.
After launch, we're likely to add some additional content, particularly plans for more new items.Thanks for all the feedback and support so far! We'll be collecting final feedback soon for things that can make it before launch. Post anything you would like us to take a look at here, or on our official Discord server: https://discord.gg/J7HChAa. List of Changes- Fix for the final Arena boss not showing up properly, meaning you couldn't damage it or win Arena for the last update- Adventurer dagger forge choices now properly applies backstab damage, +10 like Rogue and Cultist backstabs- Boar and Slime enemies should no longer be able to walk on the Shadow tileset's voids- Energy bar will now flash when you try to use a move- Indicator for Desperate Edge working, increases the effect the more hurt you are- Joystick movement should no longer skip cutscene text. List of Changes- More specific numbers in item descriptions in the emberforges.
This is mostly for crit chance, but some other numbers are now more explicitly shown also- Added some extra ammo crates to some of the more difficult Arena floors, doing this first to see if it works before having to nerf some of the enemies in there. Golem, Library, and Slime floors now have 6 ammo crates instead of 4, and Demon, Faceless, and Shadow floors now have 8 ammo crates instead of 4- Blast Marble, Flame Spray, Rogue Giantstompers, Flash bombs, and so on now properly interrupt bosses again- Some monsters can now talk during attacks, with a speech bubble over their head- If a Golem Rook pushes you into a corner and you can't escape, it will now explode. This will hurt you, but you won't be trapped forever- New faceless rare room and associated hat- Reduced Rogue's mage crit dagger by 10% for both levels, as the numbers were crazy and now they're less crazy- 1% increase to adventurer chance of loot drop rate for his + healing sword, so the numbers look less funny- 1% increase to Gallus Sunburst + sword, same reason. List of ChangesArena- New final boss at the end of Arena! It's based on the Shadow boss, except now he summons a new pool of Nightmare enemies- The double bosses on final Arena floor will no longer die at the same time the other boss dies- Summons removed for Duelist and Soulkeeper- Gladiator Giant health reduced 900 - 600- Duelist health 700 - 400- Soulkeeper health 700 - 500- Arena second waves chance of normal spawn replaced with a chance for nightmare enemy spawn, single size- Nightmare enemy spawns for Arena are now set to difficulty -2 (less enemies, but still a good amount).
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Premature Evaluation is the weekly column in which we explore the wilds of early access. This week, Fraser s back on the roguelikes with Wayward Souls. It looks like Secret of Mana, but it s meaner. It might have been a mistake to play as the mage. Wayward Souls dungeons promise death at the hands, claws and slimey appendages of countless beasties, but my first killer was just a miner. He threw a pickaxe at my head. I d made it to the third room of the first floor.
I didn t even get to find out what her deal was. Every hero s got some reason to keep fighting, with stories that are woven into the otherwise random maps and between levels.
It s something to spur you on when you ve been killed by a plain old bat. Twice.Against all the odds, I persevered is what I d like to tell you, but no, I threw the mage in the bin, along with her pitifully tiny health bar and my confidence.
Developer Rocketcat Games cites Secret of Mana as Wayward Souls greatest inspiration, but it s got the cold, black heart of a roguelike. Lives are fleeting, and you ll go through plenty, each starting fresh at the dungeon entrance.(more). The fighter is too slow and clunky. The mage brittle and lacking.
But the rogue feels just right. Rocketcat Games’ pixelated roguelike dungeon crawler Wayward Souls didn’t click with me until I stepped into the shoes of Renee the Rogue.Renee has only a single ability aside from her basic dagger attack: the all-important dash. With a reliable way to avoid attacks I finally reached some level of success as I plunged deeper into the randomly generated dungeons. Until I was devoured by a horde of angry boars.Wayward Souls, out now via Steam Early Access, is styled as a close relative to classic SNES 16-bit RPGs like Chrono Trigger and Secret of Mana. The pixel art looks fantastic, with a rich variety of randomly generated dungeon tilesets and plenty of monster variety. Developer Rocketcat Games' has experience with pixel art and procedural generation, combining both in the wonderfully absurd roguelike Death Road to Canada. Despite the random generation, the RPG inspiration here means there's more focus on a cast of named characters and their adventure through the dungeons.I can select my class at the beginning, but only after first completing a prologue with the Paladin.
During this sequence Wayward Souls already makes good on its story-heavy focus with numerous dramatic cutscenes as I play through an invasion of a castle. Alas my newbie paladin falls to the boss, and I’m greeted with his tombstone. Death is permanent. Like Rogue Legacy, gold carries over, and can be spent to upgrade each character.
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Skill upgrades are more Path of Exile than Diablo, raising my HP, crit chance, and mana reduction by a small percentage with each purchase.The story is legitimately captivating, particularly the ghostly scenes that reveal the tragic history of the land.It’s not terribly thrilling for an entire run to come down to increasing my crit chance by 3% for the next one. The lack of detailed information is also irritating. There’s no telling how much “+2 Bonus Life” actually means, as my HP is always represented by a bar, never a number.I quickly realize that one of the best skills for any character is a small heal at the end of each floor, since healing is otherwise almost nonexistent. Wayward Souls wants me focused squarely on speed and offense, yet movement and combat is a bit slower than I like. Eventually my skill upgrades and enemy knowledge add up, allowing me to reach the end of the first dungeon with my beloved rogue, where I learn a little more about the fall of the kingdom.The tragic tale of a cursed towerEach character class has its own storyline. I’m not used to watching cutscenes and reading lore in my dungeon crawlers, and I found it a welcome change of pace.
The story is legitimately captivating, particularly the ghostly scenes that reveal the tragic history of the land. The game rarely wrests control away from me, so I’m free to either move on to the killing or stay awhile and listen. So far, I always choose to stay.Unfortunately, the roguelike structure of Souls meant I saw the same scenes often repeat.
I watched Renee get taunted by a rival master thief half a dozen times. Naturally, each floor of the dungeon is randomly generated, along with the random story scenes, but the character-specific cutscenes seemed to play out every time on certain floors.Most rooms slam shut when I walk inside, forcing me to kill everything within to proceed. Enemies follow patterns that reward knowledge, timing, and efficient use of limited resources. The rogue lacks the consumable abilities of the fighter or mage, but can find and carry several different one-use potions.
Potions can dramatically alter a battle in my favor, including stunning and blinding rooms full of enemies. The UI is in desperate need of a quickbar or radial menu, however. I was never a fan of pausing the action to bring up my inventory to swig a potion.Upgrades are key to delving deeper into a dungeon, but it stings to lose a powered-up character and start over again.Regardless of my skills, my dungeoneering successes were mostly tied to how many Emberforges I could find. These rooms let me upgrade my basic abilities with powerful branching skills. Abbie the mage could upgrade her ranged staff attack into either a longer range snipe, or a shorter flame-thrower. These essential upgrades are lost on death, and starting over after enjoying an upgraded with rogue with stealth-inducing blades and poison-retaliation boots was always painful.Beating all five floors of the first dungeon unlocks the fourth of seven character classes.
Cyril the Adventurer is an interesting amalgamation of fighter, mage, and thief, and I’m digging his tale as a young man haunted by literal shadows. I’ve enjoyed experimenting with him as I attempt the second dungeon, Amaranth Keep. It features more floors and tougher and more numerous enemies, including pesky gargoyles who spout flame and turn to stone, only to explode in my dying face.Despite its relatively simplistic controls, Wayward Souls is pleasantly engaging, challenging, and rewarding, especially for a game that started life on iOS and Android four years ago. It lacks the faster pace, vibrant art, and fine-tuned controls of genre behemoths like Rogue’s Legacy or Spelunky, but the story bits help set it apart in a very crowded genre. The variety of classes help ensure there's at least one playstyle you can work with, and it nails the 16-bit SNES aesthetic.
Just mind that room full of boars.
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