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Soulstack

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developed by

developed by sshulin

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completed

50 ratings

rated 3.9 stars, 50 ratings.
gen-aidemohoursdays2d

Posted June 12, 2026. Updated June 12, 2026. Played 938 times for a total of 1064 hours.

description


Idle card RPG on a table. Drag cards onto each other to do literally everything. 200+ weapon recipes (only ~40 are worth keeping), 140 pet evolutions, 12 prestige classes. Yet still feels like a Jira and Trello child.

generative ai disclosure

code, background music, sfx, text and translations. the most helpful thing ai did for me is it allowed not to hold code abstractions in head and focus on ideas features and so on

latest update


Galaxy click comments feedback fix v0.4.2 June 17, 2026

Fixed

  • the board no longer shoves your cards around. Dropping a card, gathering, crafting, or sending your character off to a deposit settles the new card into the nearest open spot and leaves everything already placed exactly where you left it. Pets weave around obstacles to reach what they're after — and if one gets truly hemmed in, it pauses with a "?" then hops over. Fights start cleanly beside your character, and story cards drop into open space of their own instead of pushing the rest of the board aside.
  • the craftsman no longer eats a weapon you hand him while he's still busy with the last one — it bounces back instead of vanishing. A sated soulstone hands an offering back the same way, rather than leaving it stuck on the stone.
  • board and card text stays crisp as you zoom in.

Thanks to the galaxy click reporters:

  • thegamefreak93
  • dev2r
  • sharpnova
  • Hunkry
  • UNKnOWNa55As5IN
  • KitsuneRisu
  • uden
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newest comments


dev2r June 21, 2026
+2comment score: 2
Stack movement is not an issue any longer, thanks to an update that addressed the issue in my opinion perfectly.
Andy175 gamedev June 14, 2026
+5comment score: 5
Partially reminds me of Stacklands.
Although usage of ai, game is still pretty cool, and the gameplay is kind of smooth. 4/5
(Btw is the menu page animation useless or?)
uden June 14, 2026
+1comment score: 1
Had a lot of fun with this. Very simple yet satisfying basic mechanic that lends itself to the whole game. I enjoyed exploring the crafting table and it's fun to visualize how some weapons will clearly be dead ends before you craft them. I think the dead end sorting feature is great but kind of encourages the player not to craft new weapons. I think it'd be a neat unlockable feature rather than given at the start.

A couple comments:
Early travelers shouldn't ask for mage weapons. You get them quite a bit deeper down progression unless you're really lucky with ore veins. On that note, I feel like Arcanite should be a little less rare with how many mage weapons you can craft (with less xp as well). Of course, it's way easier to get it from the graveyard, though that's also deeper down progression. On that note as well, it should be made clearly known to the player that they can decraft weapons at the craftsman, which is basically the best way to get Arcanite late game.
I love the crafting system but I feel as though you'll be setting yourself and the player up for a hassle come Tier 3. It'll be even more complex than Tier 2 was even if you only take the good weapons (36 vs 21). I think either the mechanic has to be changed a little in future tiers or Tier 3 should have less good weapons.
In preparation for higher tiers, I think you should also consider how to make crafting a bit easier in bulk amounts. I'd recommend allowing the player to craft multiple weapons at once and being able to sort the crafting menu by new craftable weapons and their requirements. This is helped a little bit by graveyard giving so many weapons.
Some bugs:
Sometimes cards will generate a duplicate empty stack that's impossible to remove. It clutters the board and of completing the game I have an empty duplicated stack of fiber, meat, and berries.
You can make it impossible to complete the devotion achievement if you sacrifice too many high XP cards. Mine ends on 199/200.
KitsuneRisu June 14, 2026
+3comment score: 3
stacks moving around all over the place is annoying

and also the text really needs scaling for some things. Otherwise, good game and potential is there.
UNKnOWNa55As5IN June 13, 2026
+2comment score: 2
I've only go one real complaint and that's my stacks getting tossed around by other stacks. Maybe some way to tell my companion to not spam out one of the resource makers would be nice.

top comments


dev2r June 12, 2026
+12comment score: 12
I really enjoy this, but I wish it had a function to lock stack placement because everything shifting is driving me nuts

developer response: I noticably redone the card dropping system to move from repulsion to better drop-position finding. Please, let me now if it became better or worse

thegamefreak93 June 12, 2026
+10comment score: 10
the text is a bit blurry makes it hard to read

developer response: I fixed the blurriness, now the zoom should be processed in a more crisspy way. Yet I know that on far zoom text can be still not very readable because of size on top of previous problem with blurriness. Anyway, I'd be glad if you check out the blurriness thing

hmdrake June 12, 2026
+6comment score: 6
This game has a ton of potential. I dig the unique card interaction method, and am looking forward to more coming out.
Andy175 gamedev June 14, 2026
+5comment score: 5
Partially reminds me of Stacklands.
Although usage of ai, game is still pretty cool, and the gameplay is kind of smooth. 4/5
(Btw is the menu page animation useless or?)
numbclicker June 12, 2026
+4comment score: 4
finally a solitaire that fights you back

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