Souls Caps

Souls Caps

About the Game

The Soulbuster Corpo is hiring. The job interview is a cap-throwing trial.

SOULS CAPS is a roguelite deckbuilder played to the beat. Every throw has two beats: the measure, then the impact. Your rhythm decides how many caps fall. Your deck decides what they're worth.

A rhythm phrase opens every throw. Every note you hit charges your puck, every PERFECT pushes the multiplier up. Keep the combo going while the recruiter speeds up, slows down, and slips cursed caps into your stack.

Your puck slams into the stack. Caps flip over and their effects chain together: devourings, resurrections, vortexes, landslides, chains…

Before every first throw, you draw a hand of caps and choose where they go: on top of the stack or at the bottom. Arrange your stack to set up your combos.

Skeletons raise their dead: what has fallen falls again and scores again.

Imps devour whatever comes after them. What they burn will never score, but every meal makes them hungrier.

Golems crush one another and build up mass from throw to throw, until they unleash it all at once.

Arcane chains, multiplies, and reaches the bottom of the stack where the cascade never goes.

Every cap comes in four rarities: common, rare, holo and prismatic.

At MEGACAPS, spend your essences: cap boosters, marbles and pucks. Rip the booster open, keep what you want, grow your collection.

Thirteen pucks, each with its own rhythm pattern and marble slots: passive or active abilities that power up your throw. Save a marble for the right moment, then let it loose.

Difficulty isn't a slider, it's a contract. Sign clauses, build your contract, climb all eight rungs. Every clause pays a bonus that matches the risk.

Three worlds, fifteen stages, one life: twelve interviews, three of them against a Big Shot, and one Merchant per world. The job is waiting for you at the very top.

  • 420 caps to collect

  • 76 marbles, 13 pucks

  • 3 worlds, 15 stages, one life

  • 15 to 20-minute runs

Initial Release