Cursed Soulless Vagabonds

Cursed Soulless Vagabonds

About the Game

Cursed Soulless Vagabonds is a hybrid rogue-incremental action RPG. It combines the top-down controls of classic action RPGs with the automated combat system of a survivor-like. You will not find any active skills, mana or dodge rolls - but thanks to the incremental approach, all gathered weapons, experience points, and currencies are kept permanently after each of your short runs.

Death is not the end: You always keep your progress and can continuously invest your resources into the Upgrade Map to systematically improve your character. The action unfolds as an intense bullet heaven: Your ever-growing arsenal attacks autonomously, allowing you to focus entirely on gathering loot, and growing stronger.

Bite-Sized Levels

Vagabonds is designed for short, intense play sessions.

A single level takes only a few minutes, and a complete run takes under 15 minutes.

If you die, you can jump straight into the next attempt without any hassle.

In combat, you only need to move your character.

Tactically dodge enemies while your floating swords attack fully automatically.

Move and Collect

Collect all dropped resources and use them across the game.

Upgrade Map

Incrementally improve all characters using your earned loot and expand your permanent power through the Upgrade Map.

Swords

The blades are the core of your build.

With 666 handcrafted weapons and a TCG-inspired equipment system, every run is different.

You can use up to 25 swords simultaneously, floating above you and attacking autonomously.

In the selection screen, they are presented like TCG cards, allowing you to assemble your absolute best arsenal or craft extremely focused builds.

The swords synergize based on set, type, class and color.

Pay attention to the colors so you can combine them intuitively and in a flash.

These are the core features planned for the initial release (R1):

  • Auto Battler, with multiple swords attacking the enemies

  • 666 weapons in 6+ rarities, 14 types, 36 sets

  • More than a dozen attributes to differentiate the weapons

  • Multi tiered bonus system that allows intuitive builds

 

  • Questmap with randomized runs, each less than 10 minutes

  • Rogue-like-ish procedural randomized runs and challenges

  • But permanent logistical gameplay, everything found stays

  • Difficulty adjusting to player experience

 

  • Player progression includes character level up, 100 upgrades

  • More than a dozen different character classes

  • More than a dozen different graphical acts

  • Big enemies, boss fights, final demon boss requires seals

Post Release Planned Features (R2 to R4+):

  • Listening to players feedback and following major wishes

  • Many improvements, revisited balancing and fine tuning

  • Mid level events for more diverse choices

  • Two batches of a dozen more characters, each

  • New movement and control concepts for characters

 

  • Graphical improvements to sword shaders, animations, vfx

  • Additional graphical acts, levels, enemies, bosses

  • Additional features and decoration to quest and upgade maps

  • Completionists heaven: achievements, statistics, encyclopedia

  • More graphic settings, performance improvements, auto settings

A Fallen God

You were once a god, watching over humanity from far above. Then a demon's curse fell like a broken dream, stealing your divinity and dragging you down into a weakened form. The curse swept the realm in a single breath, tearing the souls from mankind and pulling them into the only things strong enough to hold them: swords, forged for eternity. The world did not die; it froze into strange loops, with regions and places repeating in half-forgotten echoes. Now, stripped of shape, voice, and power, you must possess the empty husks of fallen warriors. Through them, you must gather these trapped souls, navigate the shifting ruins of a broken realm, and destroy the demon at the heart of the curse to end the cycle.

Initial Release