Soulstack layers card-stacking mechanics into an idle RPG where dragging cards onto each other handles combat, progression, and resource generation. With 200+ weapon recipes, multiple prestige classes, and deep pet evolution trees, it offers substantial complexity beneath a deceptively simple interface, though only a fraction of recipes justify the grind. Best suited for players who enjoy both incremental games and inventory management systems that border on organizational busywork.
About this game
Idle card RPG on a table. Drag cards onto each other to do literally everything. 200+ weapon recipes (only ~40 are worth keeping), 140 pet evolutions, 12 prestige classes. Yet still feels like a Jira and Trello child.
Players, last 61 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Addedpress Esc, or the gear in the corner, to pause. The game stops while the menu is open, and your saves, settings and the main menu are in it. Once you've finished a run, it can also show the legacy tree with everything you've found so far, so you can check which classes and pets you already have without writing them down. The rest of the tree still waits for the end of a run.the legacy perks you picked for this run sit on the Soulstone. Hover one to see what it does.press Space to bring your character back into view, and Space twice for your companion. When either is off screen, a small marker at the edge points the way; click it to jump there.two items on the workbench that make something you haven't learned yet can now be tried on the spot. Try it uses both, teaches you the recipe and makes the item. It spends the Recipe Book's research, so the workbench shows how long until it's ready again.the first act's story cards and messages are rewritten in plainer words: waking up, the Soulstone, your oddling and companion, naming it, reaching the level cap and choosing a class, and the class descriptions.in the full game, moving on to the next act is a short scene now: whatever you can't take with you goes into the Soulstone first, and you see how much XP it gave.in the full game, your companion keeps growing in the last act: every cleared floor gives it XP.Fixedopening a chest said "The chest is empty." right after it gave you its loot. The log now lists what was inside.the log called a grown companion by its baby name, like "Pup reached level 11!" on a fully grown pet. It uses the grown form's name now, or the name you gave it.when your companion was poisoned, burning, bleeding or stunned in its own fight, the label showed over your character instead.unequipping a weapon inside a settlement sent it back to the main table instead of putting it down where you are.cards in a big pile replayed their arrival every time the pile opened up again, and whenever you walked i...
Addedlegacy perks: every class and pet form you've discovered now becomes a perk for later worlds. When you begin a new journey, a pack shows what you've unlocked and you pick perks for your slots. They last until your next journey. The Elder also adds a Dungeon Core to the seal's reward: offer it to the Soulstone for an Echo, and spend Echoes on extra slots, more cards to pick from, or a redraw.words before battle: the quest bosses on floors 5, 10 and 20 now have something to say before the fight. Click through their lines or skip straight to battle. The game waits while you read.your pet keeps fighting when you're knocked out, so it can go on clearing the floor while you recover. Before, going down called off its battle too.Swiftshot hits harder with ranged weapons: ×1.35 damage (was ×1.25)pets grow a bit slower in combat: +0.4 damage per level (was +0.5), +2.5 HP (was +3) and a little less attack speed. Named pets get +5% damage and HP. Pets in existing saves are rescaled when you load.plainer wording on several story cards and lines, in every language: the transcend hint, the pet diet advice, the Elder and a few moreFixedthe injured animal from your first fight could vanish after you saved and reloaded, leaving its quest stuck and no other enemies turning up. Saves caught by this get the animal back when you load.the recipe search box didn't take typing, and outside English it couldn't find recipes by the names on screenthe Unequip button's label was invisible on dark themesenemy cards showed a third of the real time between attacks. The number is right now; enemies fight exactly as before.the dungeon card's recovery countdown started from 60s, though recovery takes 45sthe dungeon card's fight countdown left out the bonus seconds from dungeon-time badgesclosing the game on the prestige screen sent you back to your last save from before the portal. It now picks up where you left off, perk draft included.
Addedevery craft is a cinematic now — ingredients drift together, squash on contact, flash, and the result bursts out in a shower of sparkscraft a known tier-2 straight from raw materials in the recipe book, and watch the whole tree resolve in one go: resources into both halves, halves into the weaponfirst crafts stage their stats in one at a time at the end of the merge, rather than in a separate windowrepeat crafts run short and collect themselves — spam-crafting is still one clickstun runs on a rhythm, not a dice roll — the bandit rock thrower and the enforcer stun every third hit, so you can count it comingclass passives tuned up — Berserker frenzy +15% per hit (was +12%), the Hunter knocks foes back 700ms (was 500), the Cleric mends 35% every 4s (was 25% every 5s)numbers follow your own language's conventions — 1 234,5 in French, 1.234,5 in German, 1,234.5 in EnglishFixedtext shown in capitals is capitalised correctly in every language. Turkish had it worst, where the dotted i uppercased to the wrong letter and could change a word outrighta reading pass over nineteen languages — a fair number of lines said the opposite of the English, plus 60+ inconsistent terms and a soulstone that went by two different names in Czech
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