Reviews from

in the past


Super valid Soulslike fan-game with a lot of great ideas.

Enjoyed the combat and the art style, but dropped the game immediately after the game started pivoting towards being a very bad platformer couple of zones in.

Not that mechanically polished. Story is vague. Progression busted. Spikes in difficulty.

BUT IT'S A SPLIT SCREEN SOULS LIKE (and maybe one of the very first??)
Playing this with the right person makes the flaws easy to gloss over.


Great game, when DS3 is done i will play this great souls-like!


the best part of this game was beating it in one sitting until 6am.

As an art piece, this game is amazing. It's grungy style feels reminiscent of Gorillaz's music videos and early new grounds art. The atmosphere in this game is really good and as the game progresses it only gets better. However where the world design evolves throughout the game, the bosses become a mixed bag as it go on. There's bosses that require a mastery of dodging and stamina management while others are a straight up punching bag. But they are carried by the amazing map structure of this game, which I feel surpasses the souls-like moniker and moves more toward Castlevania's design. I can't wait to have someone to play this with! One of the best games to come out of this souls-like trend.

weird art style combined with some good but unbalanced as all hell gameplay makes probably the best 2d soulslike

I dislike the term “Souls-like.” Not only does it force me to say “Souls” a lot in this review, but nobody seems to agree on what it constitutes. The roguelite Dead Cells, for example, is also considered a Souls-like…for some reason. Maybe it’s the high difficulty? The limited healing? Or perhaps the exploration? As much as I love the game, calling it a Souls-like seems like a marketing ploy by the devs. The Souls games have more than just those elements, such as high-commitment attacks, obscure side quests, an oppressive atmosphere, and more.

It seems as long as you have at least a few of the features that the Souls games popularized, your game is a Souls-like. But you know a series that has a lot in common with Souls that isn’t considered a Souls-like? Castlevania. The old-school games were brutally tough platformers that featured high-commitment attacks, oppressive atmospheres, and scarce healing opportunities. Symphony of the Night and its handheld successors added exploration, side quests, and RPG elements to the series, but they also ditched the methodical action and considerably lowered the difficulty. The higher challenge, whip-based combat, and tense platforming in Circle of the Moon on GBA was the only time Konami bridged the gap between the old and new Castlevanias. It was very flawed, but there was also nothing quite like it, until the arrival of the Souls games and the main subject of this review: Salt and Sanctuary.

I don’t just want to make another review reinforcing how similar Salt and Sanctuary is to Dark Souls. Sure, there’s a lot of valid comparisons to be made and I will bring them up later, but I want to bring light to why this game also feels like a true successor to old-school Castlevania. Most comparisons between Souls and Castlevania that I’ve seen reference Symphony of the Night, but the only features Souls borrowed from that game were the exploration, RPG elements, and variety of weapons. These features aren’t unique to Symphony, and they weren’t unique when it was first released. But that slow, deliberate combat from its platformer predecessors? That was special and it’s what Souls and every true Souls-like features in my opinion. Salt and Sanctuary is part of that group. It is as much a spiritual successor to Castlevania as it is a Souls-like.

Now for the game itself. It borrows from its inspiration very well. Every feature I explicitly mentioned in the first paragraph is present, so I won’t repeat them here. One of its new ideas are stone statues used to summon specific vendors at sanctuaries, which act like the bonfires in Dark Souls. These statues are fairly scarce, encouraging thoughtful decision-making as to what vendor you need at the moment. Should I summon a blacksmith to upgrade my gear? Maybe an alchemist to change my current weapon? Or maybe a sellsword to summon another player? There are eight types of statues that can be used and no more than four are allowed per sanctuary. However, once I realized I could group multiple vendors with the fast travel guides, the stressful decision-making was completely destroyed. They can warp you to any sanctuary you’ve visited. As a result, I was warping back to a select few sanctuaries over and over again to stock up on items or upgrade my equipment. No need to use any statues other than the ones for summoning guides. Or I could just use a calling horn to warp to any sanctuary where a guide was installed. The guides even sell these horns for dirt cheap, so why not buy as many as you can to fast travel at your convenience? I’m grateful I didn’t realize the sheer brokenness of calling horns until after I finished the game.

My suggestions for fixing this are simple. Limit fast travel to the sanctuaries where I placed guides and remove calling horns. I would then have to decide if installing a guide at my current sanctuary was worth it. By extension, I would be encouraged to use the other statues more often. I don’t think backtracking would have been negatively impacted all that much with these changes. The world is full of shortcuts back to previous levels and even if the backtracking was tedious, the level design pushes the player to explore areas in a mostly linear order. That is probably the reason there is no map, but I still think there should have been one because it’s much harder to remember the layout of a rectangular 2D world as opposed to a uniquely shaped 3D world like Lordran.

I wasn’t impressed with the covenant system. I chose to stick with my starting creed the whole playthrough because I correctly assumed breaking it would result in undesirable consequences. On a gameplay level, my choice didn’t affect me beyond a handful of sanctuaries preventing me from using elemental buffs for my weapon. I used those a lot, but if the intention was to challenge players that stick to one creed, Ska Studios needed to include more sanctuaries aligned with different creeds. Players would then have to make a choice. Either they stick to their creed and miss out on certain items or they change their creed to get those items, but face repercussions from their previous creed.

The missed potential is depressing because the statues and covenant system could have made Salt and Sanctuary rise above being a Souls and Castlevania (Soulsvania?) clone. It’s an extremely competent clone for something made primarily by one person, but it is a clone at the end of the day. I still had fun playing it and can easily recommend it to fans of its inspiration. Just don’t expect it to deliver an experience like those classics.

great game, salt lake and its boss can go die in a ditch tho

Was a cool game, nice 2s soulslike, laptop friendly

Comparisons to dark souls are probably one of the biggest cliches of game reviews, to the point that they've become a joke. They're often misused and add nothing to the conversation. With Salt and Sanctuary however it feels like this comparison cannot be avoided, because it adapts near every mechanical aspect of dark souls and carries it over into 2D. It's all there, from the basics to the more niche things, spare save points which restore healing and losing xp on death, the slow stamina based combat, stat leveling, resistances, a bunch of possible builds, from dex and strength to magic and wisdom, a bunch of these in isolation arent really the most telling but when so many of them are in one place, it becomes hard to see it any other way. Especially when the world of the game is in the same dark fantasy grim medieval atmosphere vein with npc's scattered around the world, the lore being told obtusely through item descriptions and there's even a covenant system. And even further on top of that there are light online mechanics with bloodstains and messages. If you name a mechanic from dark souls, there is a high chance that there is a similar one here.

I'm saying all that to illustrate that i think the comparison is inescapable because it feels like this game was made with the "dark souls in 2d" aim from the get go. And since it feels so central to the making of this game, it will also be pretty central in this review. I enjoy the souls games I've played quite a bit, so there's definitely worse games this could be biting from, the question is, how well does it make that transition?

It is a mixed bag, but as you can tell from my rating, a lot of it isn't all that succesful. There are a few mechanics that, whether by coincidence or not, are the same in souls yet work much less well here. For starters, the combat is very much in that same vein of rolling to dodge with iframes, having to time your attacks well etc. The game however rarely shakes it up with any of the strengths a platformer could have and instead sticks to the ground for the majority of the bosses, leading to your only responses to attacks being roll through them, away from them, or occasionally jump over them and the positioning on a straight line is much less interesting than on a flat plane. Most fights early game are very stale because of this since despite some different designs they feel very samey. The game sometimes attempts to shake this formula up but this more often than not backfires, with some pretty bad bosses(the tree of men and the mad alchemist as examples). In general the combat leaves a fair bit to be desired. First off there's the aformentioned movement limitation, which already makes it less dynamic, but there's also the fact that enemies have an annoying tendency to instantly turn around AND sometimes start up an attack without any delay upon turning around. This leads to another point, that being that enemy tells often just don't convey the weight of the attack and sometimes come too quick for the speed the game operates at. S&S really made me appreciate the animation work that has to go into a game like this since here it is sorely lacking with many enemies. It doesnt help that there's plenty of grab attacks with little tells that can also be chained together, leading to further frustration. There isn't a map, which makes navigating some of the areas and backtracking a confusing chore, and especially hurts it as a metroidvania making it much harder to keep track of every place you cannot progress through yet. This isn't so bad at the beginning but worsens as the game goes on and discouraged me from trying to explore more thoroughly since i'd usually end up just going back to places i already was and risked getting lost with all the salt i had accumulated. Not having any landmarks to recognize and orientate yourself from a distance or even really an objective makes the lack of a map really felt later in the game. Speaking of it being a metroidvania, it isn't really a good one either. 4/5 of the abilities you unlock serve pretty much only as glorified keys to get past their respective "doors" and are scarcely used as anything else. The wall jump sucks and as far as I'm aware can't even be used to scale down walls and only the air dash which you get as your very last upgrade serves a purpose beyond just gating progression. The game tries to include some sections focusing on platforming, and to be completely frank, it is not a good platformer. Ledge grabs and wall jumps can feel janky, the character movement isn't anything worth writing home about and worst of all, fall damage can be lethal and it's hard to tell what's death pit and what isn't, and many of the levels have vertical designs which often have plenty of those. This is another aspect it shares with souls that i think is a pretty frustrating inclusion in this context.

Now I'll admit, many of those are nitpicks that by themselves wouldn't amount to much. I'll also admit that it's not like dark souls is without its shortcomings, cheap moments and annoying sections and design decisions. The issue i have here is that many of these small things pile up and make the game more and more frustrating as it goes on and there's not really any saving grace that could make me tolerate these moments. I struggle to name an enemy or boss i found enjoyable to fight, the best i get to is an "it was alright". There's also the additional feeling that what I'm playing is pretty much an inferior version of something i enjoy more. I could maybe overlook these issues if the game was doing something of its own, or if at least it had some strengths that overshadow it, so does Salt & Sanctuary have anything that could serve that purpose?

Well, one of the strengths of it is the game's world. Despite my complaints about the lack of a map, which do still mostly apply, the world has a ton of interconnectivity, shortcuts and links back to previous areas, which are often unexpected and pleasantly surprising, partially thanks to how lost the game can make you feel so finding familiar ground can be quite relieving. This is the only aspect where the lack of a map almost works to its advantage but it isnt really worth all the issues it causes. The game could've had a chance to set itself apart with its world, aesthetic, areas and lore and while it sometimes tries to do something unique, there is one moment which completely broke my suspension of disbelief.

Late in the game there is an area called Siam Lake, and it is pretty much an exact copy of Ash Lake from DS1. This moment completely baffled me, since despite the game already biting from Dark Souls so hard, I wasn't expecting it to straight up copy an existing area. This is the moment that made me mentally check out from the game since while i was willing to give the game some credit before, it felt like it had stepped over a line here and in the process completely gave up its own identity. Not only was it taking most of the mechanical base from souls, it was now directly taking its aesthetic too. At that point, what does the game have to set itself apart at all and not just permanently exist in the shadow of its inspiration? Worse still, it planted an idea in my head that if the game was willing to go so far as to copy an entire area, what else could it have copied that i didn't know about? What if something else that i thought was cool was just ripped from a different game that i haven't played? It is a pretty insidious thought but if the game did it once i wouldnt even be surprised if it repeated that.

As a side tangent that i couldn't cleanly fit elsewhere, while the aesthetic is something a bit different, i think the game kind of drops the ball on music and visual variety. While there's different areas and some are neat, it feels like there's too many dull shades of gray, brown and green that make it tiring after a while and there's only 2 different boss themes and 3 background tracks that play at random in the world. Both of those arent bad on their own but they get old when repeated so much, especially some of the background ones. This all just further added onto my fatigue with the game's mechanics.

So all in all, my experience with Salt & Sanctuary has been mostly negative. I find playing it a slog, its influences are so obvious that they're impossible to ignore, yet it is completely overshadowed by them in near every aspect and ends up with almost no identity of its own. There are some moments and ideas that show some spark of potential and a few things that are carried over from its influences still remain engaging but when they're put in a game i find as miserable to play as this, i find them to have little value.

Some thoughts after one playthrough and the ng+ cleanup for the platinum; a really nice metroid-vania game. Each area felt distinct. However as the game went on, the challenge significantly dropped. I opted for a strength first build, as I usually do with this games. Upgrading to the max Kureimoa and a heavy armor I was able to steam through the later half of the game. I'll test it some other time with another build. The bosses had nice movesets and never felt cheap. The mobs felt a little underwhelming.
Overall a game that I would recommend and one that I will replay for sure.

Ok, so after beating this game I had to write a review about it.Honestly, one of the most fun and best games I've ever playedIt's a Soul Like/Platformer game and it does its job good the art style of this game is very climatic when I played this game I get a Lovecraftian vibe from the art style and bosses the animations are also excellent and fluent as for platforming it can get really
Frustrating, but you can get used to it also the game isn't really that hard to be honest
I mean at the beginning, it can be tough, but as you progress in the game, stuff gets easier I wish only the last boss was harder the soundtrack of this game is also climatic which is why I really like this game it nails everything that it does 5/5 best game I received as a gift

Fun soulslike experience. I found its aesthetic too derivative, although I enjoyed most its unique mechanics like the sanctuary summons system. Some of the bosses are straight up unfair and unbalanced like the Witch of the Lake and bogs the experience down and makes me angry, not in the "I'm bad at this!" kind of way but the "I should've totally won, why did I lose???" way. I still enjoyed my time and I liked all the upgrades and stuff that lean on the metroidvania side. Would recommend if you're a huge soulsborne fan although if you're anything else you won't get as much out of it. I'd say just play From Software's games instead. Would like to give their other game, Charlie Murder, another whirl though.

Another game that does not understand the appeal of Dark Souls. It's definitely hard and the armour is cool, I guess. But why should I even keep playing when the rewards are so small?

Paia que falto um trofeu pra eu platina.......e eu desisti
tirando isso muito bom, SAL!

It was a fun game though it can feel clunky at times and the difficulty feels strange? Some bosses were SUPER EASY while some more Pretty hard. I think there was also a lack of guidance for certain mechanics where I had to rely on guides to know what to do/ where to go (for example, I didn't know that you couldn't really find any stronger weapons in the wild and you had to solely rely on transmuting and leveling stuff.

she saltin on my sanctuary until i sacrifice

My favorite non-fromsoft soulslike (at least for now). It's literally 2D Dark Souls. I loved it.
My only "problem" is the same i had with DS3. It's too dark for my taste. Ironic, i know. What i mean is that the stages are all gray, brown, and other... boring colors, you never get a break from it. It's boring.

Demon Souls (ps3) pulls it off perfectly because it's short as fuck (and its atmosphere is fucking godlike), longer games like DS3 o S&S become tiring. DS1/2 are surprisingly colorful but this game was like "dark tone means gray".

But whatever, just a nitpick anyways.

Some potential here but god damn does the combat leave a lot to be desired. After playing Blasphemous this games flaws stood out even more and I just can't torture myself much longer with it, 4/10

Likely the best of the "souls like" genre, its like super crack if youre a souls fan


Salty and easy to platinum

I had a good time with this one. I generally enjoy 2D games a lot, and this one offers a grim and dark, oppressive atmosphere and fun combat.

The skill-tree is not the most intuitive though, and can be unnecessarily overwhelming for a game that is otherwise relatively straightforward.

Un bon metroidvania avec une bonne ambiance globale.

This review contains spoilers

Buen juego, mejor de lo esperado. Lo peor es la estética de los personajes humanos, lo mejor el mapeado y sus interconexiones, consigue bien hacerte sentirte perdido y encontrar el camino justo cuando vas a perder la paciencia.
Algunos jefes parecen relleno, por ser opcionales y por no aportar nada diferente a otros.
Hacia la parte final pierde un poco de calidad, ya no son tan necesarios los atajos y las áreas parecen más simples. Se nota que bebe mucho de Dark Souls y eso es bueno, pero el jefe final intenta ser un Gwyn y no lo consigue.