
This is the stuff of legend. A nearly flawless series of games so influential that an entire genre, , emerged to meet the overwhelming demand of gamers who can’t get enough grinding, parrying, and . Some entries are better than others, but the genre’s strongest work comes when creators realize it’s not about copying what the GOATs do— it’s about emulating how they do it.
Velaster—from Odysseyer, a four-person indie studio—aims to show it brings a fresh take to Soulslikes. Literally. A glance at the game, which launched on January 14, makes it clear it wears its love for Dark Souls on its armored sleeve. Gloomy gothic architecture and gritty combat evoke the early days of director Hidetaka Miyazaki’s franchise, with a unique twist: Velaster is a 2D side-scrolling Metroidvania, not a 3D RPG. Could it be the best of both genres?
At its core, Velaster uses Dark Souls as a starting point to make something new feel familiar: stamina-based combat dictates every move, enemy encounters are carefully arranged to penalize recklessness, and checkpoints are scarce enough to keep tension high. Enemy animations are sharp, attack cues are visually distinct, and spacing is crucial. What makes this particularly engaging in 2D is how readable and precise everything feels.
Combat focuses less on camera control and more on pure timing and positioning. Every dodge, parry, and counterattack has weight, and the 2D flatness pushes players to fully engage with enemy patterns instead of relying on evasive camera tricks or vertical exploits. Souls fans will also spot the parry-focused strategies and the familiar grind-camp-upgrade-repeat loop.
Players can choose from three character classes: Knight, Dual Sword, and Hammer. I’d suggest starting with the Knight. starting out. A defense-focused style features a huge (and forgiving) shield and a playstyle that prioritizes positioning. Dual Sword is the opposite: lighter, faster, with slashing attacks built to take down enemies quickly. Hammer is exactly as it sounds: a massive warrior wielding a powerful hammer that crushes everything in its way.

The game’s progression systems back up this design philosophy. Traditional stat investments (like strength, stamina, etc.) are only part of the picture. Velaster puts heavy focus on build expression via weapons, abilities, and skill tree upgrades that meaningfully change how you approach combat.
In 2D, these changes are instantly noticeable. A longer-reaching weapon completely changes how you control space, while faster weapons reward aggression and precision. Abilities often interact with verticality, knockback, or area control—adding strategic depth that feels tailored to the side-scrolling format, not just borrowed from 3D norms.
Level design is another area where Velaster’s 2D format shines. Maps are intricately layered, mixing classic Metroidvania elements with Soulslike challenge. Vertical shafts, hidden ledges, and looping shortcuts build a world that unfolds gradually as you master it. Unlocking a shortcut in Velaster gives the same thrill as kicking down a ladder in Dark Souls—but with a sharper sense of spatial awareness thanks to the fixed perspective. You’re always learning how spaces connect, where danger hides just off-screen, and which paths fit your current build and confidence best.

The hand-drawn 2D art sets the mood with crumbling structures, oppressive silhouettes, and environments drenched in decay. The limited color palette amplifies the game’s somber tone, while thoughtful use of lighting and visual effects adds depth. Instead of feeling limiting, the 2D presentation boosts the atmosphere—making the world feel claustrophobic, hostile, and deeply lonely. It’s a reminder that immersion doesn’t need sprawling 3D landscapes, and that a touch of restraint can go a long way.
The story is passable, though a bit generic. You play as the eponymous Velaster—a warrior chosen to go on a do-or-die mission in Malum, a sort of Middle-earth where humans, gods, and angels once lived in harmony. That’s no longer the case. The NPCs you encounter all played a part in the downfall that occurred, but their motives aren’t clear. Your goal is set from the beginning: root out evil and restore Malum’s golden age.
Hordes of demonic minions, and a lineup of tough bosses, block your path. Developer Odysseyer highlights its boss design on the Kickstarter page: “Boss battles are one of our top priorities. The range of patterns and unexpected attacks that hit when you think you’ve figured it out will surprise you.” So far, there are 10 boss designs—from a massive skeletal rat to a towering barbarian wielding an axe wrapped in the entrails of his fallen enemies.

What makes Velaster a successful Soulslike in the end is its grasp that difficulty alone isn’t the aim. The challenge is intentional—rooted in teaching players to read situations, respect enemies, and grow through repetition. The 2D format hones this philosophy, cutting out excess and putting skill front and center. Failure feels educational, not random, and success feels truly earned.
In a genre packed with 3D Soulslikes that often struggle to justify being made, Velaster stands out by embracing a different perspective—both literally and creatively. It proves the Souls formula isn’t tied to a camera angle, but to a mindset. Challenging, atmospheric, and carefully crafted, Velaster is a must-play for anyone who loves Dark Souls but has no time for generic imitations.