A rhythm-driven roguelite deckbuilder. Hit the beat to drop your caps, chain throw after throw, and earn your job at Soulbuster!

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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?

“Everything is already in the game: you can play a full run, from the first interview to the last. What isn't finished is the balance. I'm a solo developer, and testing on my own will never tell me which caps are broken and which ones nobody picks. I need players for that. ”

Approximately how long will this game be in Early Access?

“Between 6 and 9 months. Think of it as the game's probation period: it ends when all four families are equally fun to play.”

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

“Mostly in the numbers: costs, scores, effects and contract difficulty, adjusted with your feedback, plus the fixes and quality-of-life improvements players ask for. If the balance calls for it, there may also be more content, new build archetypes or new transformations. Some images or sounds may be modified or replaced during this transition period as well. But the game will keep its current shape.”

What is the current state of the Early Access version?

“Everything described on this page is playable today, in all 7 languages. What's not there yet is proper balance: some combos are probably too strong, some caps probably too weak, and the highest contract ranks may be brutal. That's exactly what we'll fix together.”

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

“Yes, the price will go up at 1.0. Balance comes at a price: by playing now, you're helping me polish the game, so it's only fair that the price is lower during this period. Every update is included.”

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

“It all happens in the Steam discussions: post your broken combos, your impossible interviews and your bugs. I read everything, and every patch note will say what changed thanks to you. ”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

The Soulbuster Corpo is hiring. The job interview is a cap-throwing trial.

SOULS CAPS is a roguelite deckbuilder played to the beat. Every throw has two beats: the measure, then the impact. Your rhythm decides how many caps fall. Your deck decides what they're worth.

A rhythm phrase opens every throw. Every note you hit charges your puck, every PERFECT pushes the multiplier up. Keep the combo going while the recruiter speeds up, slows down, and slips cursed caps into your stack.

Your puck slams into the stack. Caps flip over and their effects chain together: devourings, resurrections, vortexes, landslides, chains…

Before every first throw, you draw a hand of caps and choose where they go: on top of the stack or at the bottom. Arrange your stack to set up your combos.

Skeletons raise their dead: what has fallen falls again and scores again.

Imps devour whatever comes after them. What they burn will never score, but every meal makes them hungrier.

Golems crush one another and build up mass from throw to throw, until they unleash it all at once.

Arcane chains, multiplies, and reaches the bottom of the stack where the cascade never goes.

Every cap comes in four rarities: common, rare, holo and prismatic.

At MEGACAPS, spend your essences: cap boosters, marbles and pucks. Rip the booster open, keep what you want, grow your collection.

Thirteen pucks, each with its own rhythm pattern and marble slots: passive or active abilities that power up your throw. Save a marble for the right moment, then let it loose.

Difficulty isn't a slider, it's a contract. Sign clauses, build your contract, climb all eight rungs. Every clause pays a bonus that matches the risk.

Three worlds, fifteen stages, one life: twelve interviews, three of them against a Big Shot, and one Merchant per world. The job is waiting for you at the very top.

  • 420 caps to collect

  • 76 marbles, 13 pucks

  • 3 worlds, 15 stages, one life

  • 15 to 20-minute runs

AI Generated Content Disclosure

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

Used as a translation tool for localizing the game's text.

System Requirements

    Minimum:
    • OS *: Windows 7 / 8 / 10 / 11 (64-bit)
    • Processor: Intel Core i3 or equivalent
    • Memory: 2 GB RAM
    • Graphics: Integrated graphics with WebGL 2.0 support
    • Storage: 500 MB available space
    • Sound Card: Any
    Recommended:
    • OS: Windows 10 / 11 (64-bit)
    • Processor: Intel Core i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU with WebGL 2.0 support
    • Storage: 500 MB available space
    • Sound Card: Any
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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