Open-world fantasy survival RPG. Borderless distance-based difficulty with player built fast-travel, modular-building, and town management.
All Reviews:
Very Positive (56) - 89% of the 56 user reviews for this game are positive.
Release Date:
Jan 16, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“1. Early Access is the beginning of full-time development and ends when the game has enough content and gameplay to be considered worthy of the price tag. Development WILL continue after early access ends.
2. To avoid marketing schemes, rushed schedules, and all general forms of bureaucracy detrimental to game design and online communities I have started a company from scratch. I seek to be a moral, positive influence in the gaming world, to prioritize bugs, cheat countermeasures, and customer concerns. Thus, without a million dollar publisher, I need a minimum of sales to fund production into the later stages.”

Approximately how long will this game be in Early Access?

“Early Access was planned to last roughly six months, though still being developed solo will most likely take longer.”

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

“The full version is planned to include many hours of open-ended gameplay including quests, achievements, and a main story line. Multiplayer may or may not make it in-game during early access, though will definitely be one of the top priorities after the full versions initial release if it has not been added yet.”

What is the current state of the Early Access version?

“All technological challenge besides multiplayer have been cleared. Currently there is a lack of procedural quests, monster abilities, player abilities, world locations, and overall optimization. The end of early access will be marked by an abundance of "things to do" throughout all levels in-game.”

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

“The price will most likely not change over time.”

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

“Open discussions about current features and planned additions are held constantly both in Discord and on our Steam forums.”
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Recent updates View all (251)

March 12

Beta v 0.4.4f

A new structure has been added to the open world: Abandoned Mine. These are the first "Town Encounter" object whose specific purpose is to have a town built next to it to be staffed and becomes usable. A staffed abandoned mine becomes a coal mine whose use is currently planned as primarily a requirement for upgrading forges. You don't actually need to mine coal, you just need to own a coal mine somewhere in the world. Either you do or don't.

I've also added an algorithm to player built structures called a flood fill, that will test if they are properly "enclosed". The current method does not work with roofing, so until that gets upgraded you will need a layer of ceiling underneath any roofing to "seal" a house. This is intended for one to let players create their own town NPC buildings, so long as they meet certain requirements, such as a min/max size, a bed, a table, and a proper facility. It will most likely also be used in the future for temperature control benefits as well.

There is also now a "snap" option for building and object placement. Currently new structure positioning, town building positioning, and facility/furniture positioning will snap to the nearest 1 meter. Town buildings and facilities/furniture can also be rotated and "snapped" to the nearest 22.5 degree angle. Keep in mind that a town building that is not snapped to a 90 degree angle will not meet up precisely with other "snapped" buildings. There will very likely be more controls added to this system to allow precise tweaking to get different angles and positioning just right.

Towns are also now attempting to determine their biome, though there seem to be some problems I am still working out. This may interrupt town gatherers temporarily.

v 0.4.4f - 2019.03.12
- Control keys can now be used to "snap" buildings and facilities positions to a 1 per meter grid
- Control will also "snap" rotation of facilities and town buildings to the nearest multiple of 22.5 degrees
- Having less than 10 hydration now makes you thirsty, stopping energy and mana regeneration
- Having less than 10 fullness now make you hungry, stopping health regeneration
- Hunger, Starvation, Thirsty, and Dehydration, will now display effect icons in the upper right
- Towns now know what biome they are in (WIP)
- Town Crafters now require 50 metal and 50 of the resource they specialize in to construct
- Reduced the enchanting skill tree icon size and spacing
- Moved harvesting enchants back on to the enchanting skill tree
- Fixed enchanting categories displaying the total number of enchants in-game instead of just known enchants
- Fixed resources defaulting back to T0 on the beta
- Fixed wood floor quarters reading as "walls"

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. This beta version is only available to Windows 64-bit users.

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
1 comments Read more

March 9

Beta v 0.4.4e3

Several small bug fixes thanks to reports on our discord server! More in the works.

v 0.4.4e3 - 2019.03.09
- Fixed items with the old attribute enchants throwing errors
- Fixed lava clipping into the next cave sometimes
- Fixed the enchant unlock window resizing too small

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. This beta version is only available to Windows 64-bit users.

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
1 comments Read more
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About This Game

Solace Crafting lets you build and go any where you want with one caveat, the further you travel from the start the harder everything becomes, to no end. A fantasy sandbox, there is no "do this to finish the game." Explore, unlock recipes, seek out rare resources, build towns, level up, and own the wild.


Good weapons and armor need good materials to make them. Resources in Solace Crafting are tier and rarity based, meaning the more dangerous the area you're in the higher tier of resources will be available. In order to help you find elite and legendary grade resources you can build towns and populate them with NPCs to locate rare resources for you.


Recipes in Solace Crafting are not predefined. A leather boots recipe creates leather boots, but the level, tier, rarity, and color are completely up to you, limited only by your resources and skills. As you push further and find increasingly powerful materials, upgrading your equipment is paramount to survival.


As with item crafting, enchanting recipes are customizable and can make a huge difference in your combat prowess and harvesting abilities.


Unlock new recipes and seek out rare materials high in the mountains and deep underground. Or go looking for the perfect island to support your main base. Solace Crafting has no boundaries, no off limit areas.


Choose skills from four archetypes freely, mixing and matching your skills as you see fit. Most skills have no maximum level and can continue to level up with you as far as you're able to travel.


Our unique building system is fast, precise, and can be done with your eyes closed once you learn how it works. In-game guidance will show you how to use the keyboard to build huge structures without hardly needing to move.


Build a new solace anywhere in the infinite worlds of Solace Crafting and you gain the ability to teleport to and from it at no cost. Build up your main base anywhere you like, setting up outposts and hamlets wherever needed on your travels.


Town buildings can be placed within the power range of any solace, allowing you to summon townspeople of various professions.

Developed by a gamer
I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:
  • No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
  • No metered progression
  • Level any and all professions freely
  • Minimal sub-ingredients, minimal crafting and refining timers
  • Completely open, point and level based branching skill trees
  • Multiple, incremental skill points every level
  • Classic roles, not forced balance. Some classes may be harder than others
  • Unlimited player levels
  • Completely open physics-based world, no off-limits
  • No "realistic" building physics that destroy everything when things go wrong
  • Unlimited access to parallel realities (alternate seeds)
  • Shape and color your avatars freely instead of using preset races
  • Allow alternate characters in the same world

My name is Kyle Postlewait (35) and I got into game development because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is never abandoned. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability.

I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!

Multiplayer like single-player will be PvE oriented, and is currently in closed alpha.

Early access ends when there is enough content to constitute selling the game without the above warning.

Getting better every day thanks to player involvement!

System Requirements

SteamOS + Linux
    • OS: Windows 7/10
    • Processor: Dual Core 3 ghz
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 680
    • DirectX: Version 11
    • Storage: 4 GB available space
    • OS: Ubuntu 12.04+
    • Processor: Dual Core 3 ghz
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 680
    • Storage: 4 GB available space

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