Key art for Void Sols

Game review

Void Sols

8 / 10

Developer
Finite Reflection Studios
Publisher
Modern Wolf
Released
12 November 2024
Platforms
Windows
Genre
Action RPG, Souls-like, Roguelite
Monetisation
One-time purchase, no in-game store
Players
Single-player only

The short version

Void Sols reduces the Souls-like formula to its essential parts — timed dodges and parries, careful stamina management, souls dropped on death, hard-earned shortcuts back to a checkpoint — and renders it all in a stark, minimalist top-down art style. Developed by Finite Reflection Studios and published by Modern Wolf, it released on 12 November 2024. Its 292 English-language Steam reviews sit at Very Positive, roughly 96.2%, and reading all 11 of the game's available negative reviews alongside its top positives finds a corpus that agrees almost completely: this is a genuinely excellent distillation of what makes the genre work, and even most of its harshest critics say so — while a real cluster of reviews, including at least one thumbs-up, flag a specific mid-game balance problem worth knowing about before diving in.

Biggest strengths

  • Reviewers across nearly the entire sample credit the game with distilling the Souls-like formula to its essential, purposeful parts, with one describing it as having "all the excess fat and noise trimmed" from the genre
  • Genuine, specific accessibility options are praised repeatedly, with one detailed reviewer naming it a personal Game of the Year pick partly on that basis
  • The minimalist, abstract art style draws consistent praise as gorgeous and atmospheric despite its simplicity, with the game's final area and boss singled out by multiple reviewers as a standout capstone

Biggest weaknesses

  • A specific, recurring complaint describes mid-game difficulty as wildly inconsistent, with biomes and bosses swinging between trivially easy and brutally punishing rather than escalating smoothly, several reviewers naming the same specific boss encounter as the turning point
  • Loadout and consumable changes are restricted to bonfire-style checkpoints only, which several reviewers say removes some of the tactical mid-fight flexibility the genre's best entries allow
  • There is no fast travel or dedicated return item between checkpoints, which a handful of reviewers flag as an unnecessary friction point rather than a deliberate design choice

Who it's for: Souls-like fans who want the genre's mechanics stripped to their essentials, with real accessibility options layered on top; a strong fit even for newcomers wary of the genre's reputation, thanks to those options.

Our recommendation: One of the more precisely-executed minimalist Souls-likes available, let down slightly by inconsistent mid-game difficulty and a handful of quality-of-life gaps around loadout flexibility and fast travel.

8 / 10

Introduction

Void Sols takes the Souls-like formula and renders it in stark, top-down minimalism: abstract geometric ruins, hostile shapes for enemies, and a protagonist who grows stronger through repeated death rather than in spite of it. Finite Reflection Studios developed it and Modern Wolf published it, releasing on 12 November 2024. With only 11 English-language negative reviews on record out of 292 total, this review reads every single one of them alongside the top 100 positives, out of a corpus sitting at Very Positive, roughly 96.2% — one of the more one-sided splits this library has covered, and reading the small negative sample in full makes clear that even most of the game's detractors agree with its fans about what it does well.

The genre, distilled

The praise in this review's sample is remarkably consistent in its specificity. Reviewers describe Void Sols as having stripped the Souls-like formula down to its purposeful core — timed dodges and parries, careful stamina management, souls dropped on death and recoverable on return, and shortcuts that reward exploration by connecting back to earlier checkpoints. One reviewer put it precisely: "All the excess fat and noise has been trimmed from this game and the result is something that is lean and purposeful in its design." The minimalist art style, which could easily have read as a budget constraint, instead draws consistent praise as genuinely atmospheric and, in more than one reviewer's words, "gorgeous" despite — or because of — its simplicity. The game's final area and boss draw particular, repeated credit as a standout capstone, with one reviewer saying it alone "bumps the game up by 2 points." Genuine accessibility options also earn specific praise, with one detailed review naming Void Sols a personal Game of the Year pick partly on that basis — a notable claim for a genre not typically known for accommodating a wide range of players.

A mid-game that doesn't always escalate smoothly

The one substantive, recurring criticism in this small negative sample concerns difficulty consistency once the game opens up past its early areas. Multiple reviewers independently describe the same shape of problem: biomes and encounters that swing between trivially easy and brutally punishing rather than building tension gradually, with more than one reviewer naming the same specific boss fight as the point where the balance falls apart. One detailed review attributed this to long, uninterruptible enemy attack animations combined with enemies that move erratically around the player, making crowd control feel close to impossible in some encounters. A smaller, more practical complaint concerns loadout flexibility: consumables and equipment can only be changed at checkpoints, not mid-fight, which several reviewers say removes a layer of tactical adaptation the genre's best entries typically allow, and the absence of fast travel or a dedicated return-to-hub item draws its own smaller but repeated frustration.

Worth noting: a thumbs-up isn't always enthusiasm

One review in the positive sample is worth calling out specifically, because it's a useful reminder that Void Sols' near-unanimous score doesn't mean universal enjoyment of how the game actually feels to play. Its author explicitly said they were giving the game a thumbs-up despite feeling "negatively towards it," specifically not wanting to hurt the game's reception because "people love it" — while describing the weapons as sluggish and the stamina system as overly punishing for their own taste. That's a genuinely unusual thing to see stated so directly, and it's worth flagging for any reader deciding whether the 96% score means this will click for them personally; the corpus itself suggests it's an unusually strong fit for most players, but not a universal one.

Final Verdict

Void Sols earns its remarkably high score honestly. It succeeds at something genuinely difficult — distilling a beloved, mechanically dense genre down to a lean, purposeful core without losing what makes that genre satisfying — and its minimalist presentation, accessibility options and closing stretch all draw real, specific praise rather than generic approval. Its main weakness, identified consistently by the small number of reviewers who didn't love it, is a mid-game difficulty curve that swings unpredictably rather than escalating smoothly, alongside a handful of avoidable quality-of-life gaps around loadout flexibility and fast travel. For Souls-like fans looking for a tightly-focused, accessible take on the formula, this is an easy recommendation.

Pros and cons

Pros

  • Reviewers across nearly the entire sample credit the game with distilling the Souls-like formula to its essential, purposeful parts, with one describing it as having "all the excess fat and noise trimmed" from the genre
  • Genuine, specific accessibility options are praised repeatedly, with one detailed reviewer naming it a personal Game of the Year pick partly on that basis
  • The minimalist, abstract art style draws consistent praise as gorgeous and atmospheric despite its simplicity, with the game's final area and boss singled out by multiple reviewers as a standout capstone
  • Combat fundamentals — timed parries, dodges, stamina management and shortcut design — draw wide, specific credit for capturing what makes the genre satisfying without unnecessary bloat

Cons

  • A specific, recurring complaint describes mid-game difficulty as wildly inconsistent, with biomes and bosses swinging between trivially easy and brutally punishing rather than escalating smoothly, several reviewers naming the same specific boss encounter as the turning point
  • Loadout and consumable changes are restricted to bonfire-style checkpoints only, which several reviewers say removes some of the tactical mid-fight flexibility the genre's best entries allow
  • There is no fast travel or dedicated return item between checkpoints, which a handful of reviewers flag as an unnecessary friction point rather than a deliberate design choice
  • At least one detailed positive review — a thumbs-up given specifically to avoid hurting the game's reception — describes weapons feeling sluggish and stamina management as overly punishing, a reminder that the near-universal score doesn't mean universal enjoyment of the feel

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 8 / 10
  • Visuals 7.5 / 10
  • Progression 7 / 10
  • Originality 8 / 10
  • Replayability 7.5 / 10