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.
Fixedthe board no longer shoves your cards around. Dropping a card, gathering, crafting, or sending your character off to a deposit settles the new card into the nearest open spot and leaves everything already placed exactly where you left it. Pets weave around obstacles to reach what they're after — and if one gets truly hemmed in, it pauses with a "?" then hops over. Fights start cleanly beside your character, and story cards drop into open space of their own instead of pushing the rest of the board aside.the craftsman no longer eats a weapon you hand him while he's still busy with the last one — it bounces back instead of vanishing. A sated soulstone hands an offering back the same way, rather than leaving it stuck on the stone.board and card text stays crisp as you zoom in.
AddedResearch Table — combine two discovered ingredients to instantly unlock a new recipe, sealed with a gacha-style reveal. T1 weapons and base ingredients now carry a small indicator so you can see what's worth experimenting with.resource markers — use up the last of a resource pile and a faded marker keeps its spot. Newly gathered, looted, or crafted resources of that kind return there on their own, so your "wood here, stone there" layout survives a pile running dry. Drop a card on a marker to fill it, drag a pile to carry its marker along, or trash a marker you no longer want.weapon cards redesigned — DPS-first stat layout (type → damage → speed in seconds), a weapon-type badge tinted by class affinity, common / rare / epic rarity badges, and a foil-and-ornament treatment on the rarer finds.recipe book overhaul — filter and sort your recipes, now grouped into rarity bands and shown as proper cards.first-craft flourish — crafting something for the very first time plays a card reveal, its stats staggering in and the rays colored to the item's rarity.a clearer "a traveler nears" timer — the wandering-traveler countdown in the quests panel now has its own quiet, ambient look, set well apart from your active objectives so it no longer reads as a quest deadline.bigger interface text — the fixed on-screen panels (quests, level, log) read at a comfortable size now.Fixedmelee strikes now lunge toward the actual foe, even when it isn't in the adjacent slotberry bushes were a touch stingy — they now part with berries a little more often (fiber stays the common cut, so rope's still appropriately hard-won)
Fixedfixed village inventory getting stuck holding items (affected saves auto-heal on load)fixed juvenile pets getting stuck below evolution threshold when prestige mastery reduces itfixed equipped weapon appearing as a stray card on the far zoom layer
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