Key art for Soulreign showing the game's gold-lettered logo over a glowing blue skull compass emblem

Game review

Soulreign Review

6.5 / 10

Developer
Berraco
Publisher
Berraco Labs
Released
1 August 2026
Platforms
["Windows"]
Genre
RPG

A Solo-Developed Soul Collector in the Backpack Battles Lineage

Soulreign entered Early Access on August 1, 2026, and graduated to a full 1.0 release less than a month later on August 30, the solo work of developer Berraco under the Berraco Labs label. Its pitch borrows the inventory-as-combat idea popularized by Backpack Battles and folds it into a persistent online RPG: hunt down legendary souls, arrange their gear in a grid where item placement determines their abilities, then watch the resulting team fight out cinematic battles against other players' builds. One reviewer laid out the hybrid clearly: "The game offers an engaging combination of Backpack Battles-style inventory management and creature-collecting mechanics, creating a surprisingly deep strategic experience. Managing a grid-based inventory, collecting Legendary Souls, and combining weapons, equipment, and Souls to trigger powerful synergies gives players plenty of room to experiment with different builds." At review time it sat at 10 positive reviews against 2 negative, an 83 percent "Positive" score built on a small but engaged early audience.

Every Empty Square in the Grid Is a Decision

The core loop draws consistent praise for making a genuinely simple idea, place items in a grid, feel strategically dense. "A really fun little autobattler with a unique inventory-based combat system. I enjoyed experimenting with different builds and making the most of the limited space. Simple to get into but has plenty of room for strategy and progression," one reviewer wrote. Another described the same appeal from a first-timer's perspective: "First time playing a game where you fight with your inventory but was quite the pleasant surprise... I thought I would be bored but find myself trying to get the most out of each little empty box in the inventory!" Item adjacency, elemental matchups between souls, and class synergies all factor into whether a given arrangement wins or loses once the auto-battle resolves, giving the theorycrafting layer real teeth rather than being a cosmetic wrapper on random stats.

Twenty-Five Regions, Roguelite Expeditions, and a Genuine Content Base

Soulreign backs up its core mechanic with a reasonable amount of structure for a solo-developed RPG: more than 25 regions to explore, a roguelite mode called Expeditions for repeatable runs, and a large pool of souls and equipment to hunt down and combine. One reviewer who put in 33 hours before feeling they'd exhausted the available content called it "a good theorycraft game" and praised the depth of the build variety, even while flagging that the content pool eventually runs dry for a dedicated player. A more casual reviewer highlighted a smaller, unexpected touch alongside the main loop: "i also really liked the canvas, where you can spend coins to place pixels and create things that everyone can see. It's a cute little addition and gives you something fun to mess around with outside of the main gameplay." A timed-expedition system that encourages building up multiple parties at once was also singled out as a smart way to keep players engaged between sessions rather than just grinding a single build.

No Pay-to-Win, Despite the Marketplace

Soulreign includes in-app purchases and a player-driven marketplace, the kind of setup that often invites pay-to-win concerns in a competitive online RPG, but reviewers who addressed it directly came away satisfied that the game avoids that trap. "For a very simple game, its actually pretty complex! Very fun for the price. Excited to see whats to come. No pay to win aspect. Well worth the buy," one wrote. Another was equally direct: "I like this game alot. No P2W and you just grind for better stuff. Lots of different builds." Combined with a $7.99 buy-once price and no subscription, the economy reads as cosmetic and convenience-driven rather than progression-gating, which matters a great deal for a game built around competitive ranked PvP.

The Recurring Complaint: A Population Too Small to Support the Online Design

The clearest, most consistently raised concern across the review pool isn't about the mechanics at all, it's about how few people are actually playing. Multiple independent reviewers cited specific, alarmingly low concurrent player counts. "I don't usually write reviews, but I think this game deserves one since its player base is around 7 players. As you can imagine, that is extremely low... Now, the real critical issue is the player base. A online game with a market and competitive arenas cannot survive with a peak of 5 players," one wrote. The 33-hour reviewer who otherwise praised the game's depth raised the identical issue independently: "Player base - at best 5 people at any time playing it. This is a pity but explained by the other issues." For a game whose pitch leans on a player-driven marketplace and ranked PvP arena, a peak population in the single digits undermines exactly the systems meant to give it long-term legs, regardless of how well the core inventory-battle loop plays in isolation. One additional negative review raised a narrower complaint about grind pacing and early players already holding packs of legendary heroes on day one, though that account stood alone rather than being corroborated elsewhere in the pool.

An Actively Updating Solo Developer

Berraco's post-launch cadence has been unusually fast for a solo project: a first week of Early Access bug fixes and new features, a dedicated "Rhukann Arc" content drop roughly two weeks in, the 1.0 release itself less than a month after Early Access began, and a 1.1 update less than two weeks after that. Reviewers noticed and credited the pace directly. "Seems neat. Got a lot goin' on and the Dev is responsive. Timed expeditions is a cool motivational tool to build up multiple parties," one wrote, while another reported a dungeon-related bug getting fixed within their own playtime window: "Had a minor issue with getting stuck in a dungeon once but it looks like it has been corrected since it has not happened again since."

Verdict

Soulreign delivers a genuinely engaging spin on the Backpack Battles inventory-combat formula, wrapped around soul collecting, elemental synergies, and enough regions and roguelite content to keep theorycrafters occupied for dozens of hours, all for $7.99 with no pay-to-win shortcuts despite its marketplace and in-app purchases. What holds it back from a stronger recommendation is a structural problem the mechanics alone can't fix: reviewers independently describe a concurrent player base in the single digits, a serious liability for a game whose competitive PvP arena and player-driven economy depend on other people actually being online. A solo developer moving fast on updates is a genuinely good sign, but new players considering Soulreign should go in aware that the social and competitive layers of the pitch may currently be more aspirational than functional, even if the core grid-battling loop holds up well entirely on its own.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 5 / 10
  • Value 7 / 10
  • Originality 6.5 / 10
  • Interface 6 / 10