Open-world fantasy survival RPG. Borderless distance-based difficulty with player built fast-travel, modular-building, and town management.
All Reviews:
Very Positive (339) - 83% of the 339 user reviews for this game are positive.
Release Date:
Jan 16, 2018

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Early Access Game

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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, and community needs. 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?

“I am planning to leave early access in 2022. Talk of funding is ongoing and a new schedule may be developed depending on available resources.”

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

“In order to leave early access, a certain amount of in-game content, replayability, quality of life, and optimization needs to achieved. While in early access, these four core pillars of game development may be lacking to some degree.”

What is the current state of the Early Access version?

“Current remaining milestones include primarily improving player animations, general engine optimizations, full controller support, and finalizing the multi-lingual support system.”

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

“The price will likely be increased prior to leaving early access to better reflect the amount of content and replayability now available in-game.”

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. Annual surveys including opened ended questions are also used to try and better understand the needs and wants of the player base.”
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About This Game

Solace Crafting is a relaxed open-world RPG allowing infinite travel in all directions. As you explore, monsters and resources will increase their difficulty at a rate of one level per kilometer (0.6 miles) from the start. You'll need a base with refining and crafting facilities to craft proper equipment to push into increasingly difficult content, build your own fast travel network, and seek out rare materials.


Traversing an infinite fantasy realm is not intended to be difficult. Player built teleporters can fling you off into unknown territory, and player built solaces can travel freely to and from any other solace in your world. With a visible range of over 48 kilometers (30 miles) you can plot a route to whatever biome suits your needs. Resource scanners can be setup to help locate rare materials from distant locations, and the map will draw points of interest within a generous range around places you've visited.


With no "starting classes", you're free to build your own adventuring class from 240 skill nodes. Four Archetype skill trees branch into eight Job skill trees complimenting a wide variety of play styles. Mix and match skill trees and assign your attribute points however you see fit.


Major resources increase in tier once every 5 levels producing stronger and stronger equipment. Rare resources can be spotted from afar, especially at night, by the colored sparkle they give off. Other more complicated resources will require you to build towns to gather them, or require you attain magical underwear to delve into both the hottest and the coldest places in order to find them. Ctrl+F engages auto-harvesting for when you're just starting out, but level up your harvesting skills and soon enough you'll be one-shotting resource nodes like a pro.


Recipes in Solace Crafting are not predefined. A boots recipe creates boots, but the level, tier, rarity, material, and color are up to you to define, limited only by your resources, facilities, and skills. As you push further and find increasingly powerful materials, upgrading your equipment is paramount to survival. Attain schematics from monsters to create extraordinary gear. Unlock powerful enchants to socket into your equipment.


Our unique building system is faster than any other letting you use the WASD keys along with the spacebar to rapidly place floors and walls even if you can't see or reach them. For more complicated designs you can switch into free placement mode and control building part positioning and rotation down to the centimeter with no collision restrictions. Build staircases to reach gems on cave ceilings, or ladders to climb tower ruins and other procedural points of interest.


Town buildings can be placed within the upgradable power range of a solace, allowing you to summon villagers of various professions. Harvesters can harvest resources over time including several town specific resources important to upgrading your materials. Crafters can teach you new recipes and craft special materials required for upgrading your towns.


Network code can be a beast, but multiplayer now successfully supports 95% of the content single-player does. Dedicated servers are highly recommended over player hosting, though work continues to improve the player hosting experience as well. Big Kitty Games runs a public server and two community servers have long been running strong to help support both beta development and live patches alike.

Developed by a gamer
After being repeatedly let down by big franchises I grew up on, I decided that I need to do my part to make better games for the world. It's been a long, hard journey to get this far, but I'm going to make games for the rest of my life, and I hope that Solace Crafting serves as a great first impression on what someone with a lot of passion for fun can do, even if unfortunately solo.

I chose to not go with a publisher in hopes of creating my own sustainable, moral game studio, not bound by crunch schedules and share holders. It makes my life much more difficult, but from day one I have sworn off all of the monetization tactics that have ruined so many franchises I once loved:
  • No pay-to-win
  • No loot boxes
  • No gamble mechanics

Other things I strive to uphold for Solace Crafting (open-world RPG) specifically include:
  • No forced balance (some classes may be harder than others)
  • Unlimited player and content levels (progress doesn't stop once you hit 50)
  • Completely open physics-based world, no off-limits
  • No "realistic" building physics that destroy everything when things go wrong
  • Freedom to move characters in and out of different worlds
  • Character customization

My name is Kyle Postlewait. I am self-taught and I make mistakes. In the four+ years I've spent developing Solace Crafting, at the time of writing this, I have grown immensely as a developer. There are some systems I could have designed better, and there are a lot of systems I have redesigned over time as I grew, but there is charm in the imperfections of a game like this, and I aim to take it out of early access in the near future. I've worked hard to create a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy my game expecting a ten million dollar budget, fully polished, AAA game and then give it a bad review. I've spent all the money I've ever made to make this, and I look forward to the day when I can hire on others to work alongside me. First and foremost I will always work to secure financial longevity and legal stability for my games and my company, and I promise to make sure that this game is never abandoned.

Thank you and happy gaming!

System Requirements

SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7/10
    • Processor: Dual Core 3 ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 680
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+
    • Processor: Dual Core 3 ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 680
    • Storage: 8 GB available space
    • Requires a 64-bit processor and operating system

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