
Game intel
Soulblaze
Soulblaze is a creature-collecting roguelite in which you catch and train creatures called animons to fight your way through several regions and defeat their b…
There’s nothing sadder or more predictable in indie development than the words “delayed until next year.” When I read that Zein Okko’s creature-collecting roguelite “Soulblaze” won’t hit early access until 2026, my heart sank a little-but the update came with some surprisingly good news. Soulblaze isn’t quietly going dark. Instead, Okko is doubling down: launching a Kickstarter at gamescom, making the latest demo playable on the show floor, and inviting actual hands-on feedback. As someone who’s watched plenty of solo-developed roguelites rise and fall, this caught my attention for real reasons, not just marketing spin.
I’ll be honest: in recent years, every time an indie roguelike with creature collecting crops up, I get Pokémon-with-an-angle déjà vu—and often, disappointment follows. But Okko’s approach feels less like cashing in and more like a labor of love. The game’s art is actually hand-drawn (not AI-churned), the dice-driven mechanics offer a twist with strategic depth, and the nostalgic 90s fantasy vibe—with its marbles, sticker albums, and flash drives—feels both authentic and purposeful.
The delay? Totally on-brand for indies, especially solo efforts. If you’ve been following Okko (previously of Typoman and Code 7), you know they’re not new to scrappy development. In small-studio life, release dates are more hope than promise. Investing extra time here should mean fewer bugs, more polish, and less half-baked content. If you want a playable early access build that’s more than a barebones prototype, this delay actually bodes well.

The creature-collecting genre is crowded enough to choke a Snorlax. But Soulblaze leans hard into its indie roots. First, there’s the dice system—a genuinely clever twist where your “loadout” includes colored dice with unique effects, making each run unpredictable and synergistic. This isn’t your typical collect-animal, grind-level, and spam-attack system. Even more interesting is its accessibility focus (screen-reader modes, anyone?) and a clear stance on old-school, hand-crafted design values, which is still rare outside the biggest indie darlings.
There’s also a Twitch integration element—a smart nod to how indie games thrive on streamer exposure these days. Letting viewers “adopt” their own in-game creatures is both a fun, community-focused feature and (let’s be real) a sharp marketing move to get Soulblaze in front of more eyeballs.

It’s hard not to side-eye every indie game that launches with a Kickstarter—there’s plenty of broken promises littering that graveyard. But here, Okko is giving you actual reason to care: a real playable demo, direct dev interaction at gamescom, and even something as endearing as collecting physical sticker packs for a Steam key. The “Home of Indies” booth might just be the antidote to watching bland sizzle reels from behind a velvet rope.
The Kickstarter’s timing (right as thousands of gamers descend on Cologne) is a calculated gamble—it could lead to the kind of grassroots momentum that an unproven indie like Soulblaze desperately needs. Collecting all six sticker designs for a Steam key basically gamifies community hype—props for creativity.

Soulblaze’s early access delay stings, but if you care about honest, hand-crafted indies with real vision, keep this one on your radar. The gamescom demo, hands-on community focus, and Kickstarter push show this solo project isn’t quietly fading—it’s fighting for the kind of word-of-mouth that real indie hits are built on. If the monsters and dice mechanics live up to the promise, Soulblaze could be the next must-watch cult roguelite.
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