A first-person shooter built around a deckbuilder. You drop into a steampunk underworld packed with steam driven machines, draft cards to build a fresh run every time, load your guns with elemental mods, and bank Soul Shards every time you die so the next run hits harder. The loop always finds you.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“SOULLOOP is a solo-developed first-person roguelite shooter, and the part that decides whether a game like this is any good is the part I cannot finish alone in a vacuum: how the guns feel, how a run paces, and which build combinations get to be completely absurd. The full run loop is playable today. Early Access lets the people who actually play this genre push on the feel, the balance and the build variety while the game is still soft enough to change. What players report as weak, broken or missing is what I want steering the work, instead of my own guesses.”

Approximately how long will this game be in Early Access?

“I am planning on roughly 6 to 12 months, depending on how much the feedback reshapes the plan. That is an estimate, not a commitment. I would rather leave Early Access later with a game that feels finished than leave on time with one that does not. If that estimate changes, I will say so openly on the store page and in the community announcements rather than let it quietly slip.”

How is the full version planned to differ from the Early Access version?

“The direction I am working toward is deeper rather than wider. The highest priority is a polish pass on moment-to-moment game feel: hit feedback, weapon weight and combat readability. Beyond that I am aiming at a stronger start for new players with clearer guidance and difficulty options, more performance options for lower-end machines, and more content in every direction, meaning more weapons, enemies, relics, cards and encounter types so that runs vary more. Balance will keep moving as players find combinations I did not. These are priorities and intentions rather than guarantees, and what actually ships will be shaped by what players report.”

What is the current state of the Early Access version?

“The full run is playable from start to finish: choose a loadout, descend through procedurally generated floors, take upgrade and relic choices, fight bosses, die, spend what you banked and go again. It currently has ten weapons with per-weapon abilities and rarity variants, over fifty enemy types across nine biomes, thirteen floors in four acts plus a final boss, a card-based build system, relics, a persistent meta-progression you unlock across runs, a shop, and a story told in pieces during the runs. Saves, graphics and brightness options and a performance readout are in. The honest rough edges: the game-feel polish pass is still in progress, onboarding is thin for players new to the genre, there is no resolution-scale option yet, and Steam achievements are not implemented. Bugs will exist, and I fix reported ones quickly.”

Will the game be priced differently during and after Early Access?

“The Early Access price is lower than the price I intend for the full release. I plan to raise it when the game leaves Early Access, and possibly to step it up gradually as larger content updates land. In short, buying during Early Access is the cheapest it will be, and anyone who buys during Early Access gets the full version at no extra cost.”

How are you planning on involving the Community in your development process?

“I am one person, so I read everything myself. I will keep a pinned feedback and bug-report thread in the Steam discussions, read every review, and post regular development updates explaining what changed and, where it came from, which report caused it. Balance and game-feel changes will be driven mostly by what players tell me is frustrating or unsatisfying, and I will keep a public list of what I am currently working on so nobody has to guess whether the game is still being developed.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

A steampunk roguelite FPS deckbuilder. Descend the loop, spend your dead.

SOULLOOP drops you into a dying machine-world where the only way down is through. Gun through procedurally generated floors, draft cards that rewrite how your weapons work, and fuse builds the designers were too scared to ship. When you die — and you will — your souls stay banked. Spend them. Descend again.

DRAFT. FUSE. BREAK THE GAME.

  • 42 card families across 7 Selves — MUNITIONS, PRECISION, REACTION, CATACLYSM, FLESH, GUILE, QUICKSILVER
  • Every family evolves down two forks, and Selves fuse in pairs into hybrid builds
  • 30 rule cards that bend the run itself, plus 70+ relics that stack into nonsense
  • 27 inscriptions and the Tempering House: reforge a mediocre draw into a weapon

A GUN FOR EVERY MOOD

  • 10 weapons, from THE LAST RITE to CAPACITOR CHOIR — each with a signature mechanic
  • 31 right-click Vent abilities, including forge-only variants and redline-only Master Vents
  • The ABSOLVE finisher and a hammer you can throw when subtlety fails

THE LOOP REMEMBERS

  • 18 floors across six acts — the Showroom, the Toxic Refinery, the Frozen Reactor, the Bone Cathedral, the Furnace, and the Heliosol Core
  • Over 30 enemy types, 6 minibosses and 6 bosses with phases, telegraphs and weaknesses worth learning
  • The Soul Forge: a constellation of 130+ nodes across eight signs. Death is a deposit, not a defeat
  • A Daily Trial — one seed, one loop, the same odds for everyone

EARLY ACCESS

SOULLOOP is in active development. Buying in Early Access is the cheapest the game will ever be, and your feedback directly shapes the feel pass, onboarding and content order. See the roadmap above for what comes next.

A NOTE ON AI

Some art and audio in SOULLOOP were made with AI assistance under human direction. Every system, every card, every line of code and all the balance are hand-built. Nothing is generated while you play.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some visual and audio assets were created with AI assistance under human direction — including textures, card art, capsule and key art, some 3D meshes, sound effects and voice-over. All game systems, design, code, level generation and balance are hand-built. All AI-assisted assets were reviewed, edited and approved by the developer.

Mature Content Description

The developers describe the content like this:

SOULLOOP is a first-person shooter with stylized but frequent and intense violence. Enemies are machines and forged monsters that can be dismembered, gibbed, set on fire and executed with melee finishers; the game features blood spray, blood pools, floor spatter and burning bodies. Combat visuals are exaggerated and non-realistic, and the game contains no sexual content, no nudity, no profanity and no depictions of real-world people.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Quad-core, AMD Ryzen 5 3600 / Intel Core i5-10400
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1660 / AMD RX 590, Vulkan 1.2 capable, 6 GB VRAM
    • Storage: 12 GB available space
    • Additional Notes: Requires a Vulkan-capable GPU. Runs offline; no internet connection required.
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: 6-core, AMD Ryzen 5 5600X / Intel Core i5-12400
    • Memory: 16 GB RAM
    • Graphics: NVIDIA RTX 3060 or better
    • Storage: 12 GB available space
    • Additional Notes: SSD recommended. Supports ultrawide resolutions up to 3440x1440.
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