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SOUL

SOUL

A Roblox experience owned by SpiritualPressure.

Fighting & PvPENrogueliteperma-deathcombat

Description (written by the developer; not a statement by this register)

The Rogue Lineage Addict. >> This game has Perma-Death enabled at all times, Enter at your own risk. << Soul Story : A story, about the 3 Worlds. What will be discovered as the truth..? After losing 1000 years ago.. how will he avenge his fallen soldiers.. Basic Controls : [LMB] for light attacks [RMB] for heavy attacks] [LMB + RMB] to feint [E] to equip your weapon [F] to block attacks [Q] to dash or flashstep if unlocked [B] to execute knocked players [V] to carry knocked players [CTRL + RMB] to uptilt [Q + RMB] to dash cancel ================================================================= Credits : Sehaflame Sorcery ⚠️FULL CREDITS IN THE GAME'S MAIN MENU.

Last updated by the developer 24 Jul 2026, 20:40 UTC.

0
playing (measured 14 Aug 2026, 05:08 UTC)
1,017
lifetime visits
100%
liked (2 👍 / 0 👎)
5
favourites (4.9 per 1k visits)
16 October 2024
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
14 Aug 2026, 05:080first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

Name Selection
3,000 R$
Custom Awakening Theme
1,450 R$
Private Server
600 R$
Toxic Emotes Pack
150 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Your Bankai Has Been Obtained. · collection0 · 0.00% win
Your Resurreccion Has Been Obtained. · progression0 · 0.00% win
Your Voltstandig Has Been Obtained. · collection0 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.