Alpha - in development

Silent Souls

The island remembers.

A top-down survival horror set on a cursed island. Hunger wears you down, darkness hunts you, and your own mind turns against you.

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Coming 2027 on Steam

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I. What is Silent Souls

Survival horror where the dark keeps score.

Silent Souls is a top-down survival horror game in pixel art. You wake on a cursed island with nothing but a red cloak. Every resource, every fire and every hour of daylight decides whether you see the next morning.

Health, hunger and sanity are under constant pressure. Days are short, nights are lethal, seasons turn every twenty days and every fourteenth night the Blood Moon rises. The island is generated anew for every run - forests, rivers, highlands, caves and villages that remember what you did.

One lifeDeath is final. When you die, your world ends with you - the island, the camp you built, every day you survived.

What lies at its heart - and beyond the edge of the sea - remains to be uncovered.

Genre
Survival horror
View
Top-down, pixel art
Death
Ends the world
Platform
PC - Steam
Release
2027
Made by
Solo developer

Every day on the island

  1. Explore
  2. Gather
  3. Craft
  4. Build
  5. Survive the night

II. The Island

One island. Never the same twice.

Forests, wastes, rivers running to the Sea of Silence. Every run, the island is born again.

The Black Forest

The Black Forest

Old trees, a river and one window that is still lit. Someone lives here. Something visits.

The Corruption

The Corruption

The ground grows crystals and the trees forget their color. Things grow faster here. So does madness.

The Crimson

The Crimson

Red leaves, red grass, bones in the moss. Nobody remembers who named it. Everybody remembers why.

The Villages

The Villages

Lanterns along the road, a bell at dusk, doors that will not open at night. Earn their trust - or their fear.

The Old Altars

The Old Altars

Someone still lights the candles. The stone is warm. It is asking for something.

The Sea of Silence

The Sea of Silence

The island ends at the water. The water does not end. Sail too far and something notices.

+ More

Highlands with only two ways up, caves beneath the sinkholes, and places no map remembers.

A day on the island

Ten minutes of light. Then comes the unknown.

06:00

Dawn

The dark pulls back. Count what you lost, check the traps, eat something before it spoils.

12:00

Day

Gather, explore, trade, build. A full day lasts ten minutes - never enough to do everything.

18:00

The bell

The village bell rings. Doors close, lanterns are lit along the road. If you are far from fire - run.

20:00

Night

Light or die. Sanity drains in the dark, and the things that sleep by day begin to hunt.

Every 7 days

The Dream

Every seventh night sleep takes you somewhere else. What you find there does not stay there.

Every 14 nights

Blood Moon

They come in numbers. Villages fall if nobody stands with them.

Every 20 days

Seasons

Spring, summer, autumn, winter. Each one changes what grows, what spoils and what comes out at night.

III. The Three Wounds

Everything here wants something from you.

Hunger

Forage, hunt, fish and cook. Food rots, tools break, and winter does not forgive empty stores. The island gives, but it always keeps count.

Darkness

When the sun goes down, the island changes hands. Build fire, raise walls, light lanterns along the road. Some nights the moon turns red.

Madness

Your mind is a resource too. Lose it and the world starts to show you things. Some are lies. Some are doors that were always there.

Deeper than it looks

An island that lives without you.

  • Craft

    Lay out recipes on a grid, from a torch to a lantern, a spear or a storage chest.

  • Build a camp

    Fire, palisades, a bedroll, drying racks. A place to rest - and to save.

  • Fight like it matters

    Stamina, dodge rolls, perfect parries. Every beast telegraphs - if you watch.

  • Fish the dark water

    Rivers, lakes and the sea hold more than fish. Build a raft and go further.

  • Alchemy

    Grind, mix, brew. Some recipes you discover only by trying.

  • Grow and tend

    Dig up plants, mind the soil and the season. Crows and Blood Moons do not care.

  • Villages

    Trade, help, defend - or betray. Trust and fear spread from house to house.

  • Sleep and dreams

    Rest heals the body. What you see when you close your eyes is another matter.

Co-op for two

Do not walk into the dark alone.

Play alone or invite one friend through Steam. One island, one fire, one shared fear. Split the work - one of you keeps the fire alive, the other goes where nobody wants to go.

  • Two players

    One of you raises the world, the other joins from a Steam invite.

  • One shared island

    Same map, same resources, same dangers. What one of you cuts down is gone for both.

  • A camp built together

    Build side by side, share the stores and keep watch over the fire in turns.

  • The night hunts the nearest

    What comes out of the dark goes for whoever stands closer. One of you always does.

Playing solo remains a complete experience.

At the fire

The fire burns brighter for two. The night does not get any shorter.

Day 1 - 19:58

The sun goes down.

The island changes hands.

Light a fire. Now.

IV. The Night

They walk when the fire dies.

Wolves are the least of your problems. Some of what hunts here is not ready to be shown.

Move your light to see what waits in the dark

  • Grey Wolf

    Hunts in packs. Circles. Waits.

  • Shade

    Comes when the light is gone. Or when your mind is.

  • Husk

    Once a priest. Now a sermon of rot.

  • Bloodhound

    It has no skin. It does not need one.

  • ???

    It heard you.

  • ???

    The water is too still.

  • ???

    Not yet.

  • + many more

    Meet more of the beings that dwell on the island.

Every fourteenth night the moon bleeds.

What you carry

Nine slots. Choose well.

Food spoils, wounds fester, and some things should never have been picked up. Hover or tap to inspect.

Pack

Worn

Sanity

The less you trust your eyes, the more you see.

Darkness, monsters and cold water wear your mind down. Drag the slider to see what happens as sanity falls.

100 - 70%

Clear-headed

The world is what it seems. Enjoy it while it lasts.

70 - 35%

Uneasy

Shapes move at the edge of sight. The wind starts to sound like words.

35 - 15%

Hallucinations

Some of what you see is not there. Some of what attacks you is.

below 15%

Insight

At the very edge, the island stops hiding: secret paths, buried caches, cracks in the world. Is it worth the price?

V. Teaser

Some souls never rest.

Best with sound

Alpha - in development

VI. Glimpses

Postcards from the island

Captured in an early alpha build. Everything you see is work in progress and may change.

The village, before the bell
The village, before the bell
Where the crystals grow
Where the crystals grow
Dusk in the village. The bell is about to ring.
Dusk in the village. The bell is about to ring.
Candles that never burn down
Candles that never burn down
Where the grass turns red
Where the grass turns red
Mist rolls in from the water
Mist rolls in from the water
Do not wake it
Do not wake it
A lit window by the river
A lit window by the river
Beyond the shallows
Beyond the shallows
Quiet fields. For now.
Quiet fields. For now.

VII. Chronicle

News from the island

Development updates, new footage and news from the island.

Read the whole chronicle

VIII. The Vigil

Be there when the island wakes.

Join the Vigil and follow Silent Souls on its way to release in 2027. Subscribers will be the first to see new footage from the game, long before it appears anywhere else. No spam.

  • Release date first
  • New footage from the game
  • Development updates