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Soul

Platform:

PC

Tools Used:

Unreal

Duration:
1 Month

Team Size: 

1

Overview

This is a third-person action combat demo with a “road movie” episodic tone.

The core combat experience centers on synergy between the player and summoned spirits. Rather than allowing a single character to dominate encounters, the design emphasizes cooperative interaction between the player and AI companions, creating varied combat dynamics through different summoning combinations.

The demo scope includes a small transitional village entrance area and a primary combat arena set in an abandoned schoolyard, reused across day and night states to reinforce narrative contrast.

Players control a Spirit Binder alongside four summonable spirits — each offering distinct combat functions — and face several standard enemy types culminating in a narrative-driven boss encounter.

 

World Setting​​

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The world is divided into two overlapping realms:

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  • Day Realm – the ordinary world, where most people cannot perceive spirits.

  • Night Realm – an echo-layered dimension formed from lingering attachments, promises, and forgotten memories.

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Spirits are anchored echo-beings that long to reconnect with the human world. While ordinary people cannot see them,

those who can communicate with spirits are both relied upon and socially ostracized.

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The narrative and gameplay are driven by two thematic forces:

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  • Attachment-Driven Power – cooperation formed through warmth and emotional bonds.

  • Fear-Driven Power – strength triggered by compulsion and unease.​​​

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Character System & Roles​

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  • Spirit Binder (Player Character)

    • Weapon

      • Firearms

  • Combat Role

    • Ranged DPS + Target Marking Synergy + Battlefield Control

  • Ammo Types

    • Standard Rounds

      • Deal normal damage to human-type enemies and minor damage to spirit-type enemies.

    • Spirit Rounds

      • Specialized bullets that deal normal damage to spirit-type enemies.

    • Special Rounds

      • Unique ammo types tied to specific spirits, enabling synergy mechanics.

    • Honey Round

      • Applies a “Sweetness” mark.

      • The Glutton prioritizes marked targets and gains bonuses when attacking them.

    • Banner Round

      • Granted after the General’s entrance skill.

      • Shooting this round summons a battle banner at the impact location, enabling additional skill derivations.

  • Battle Power Gauge

    • Generation

      • Battle Power is generated based on damage dealt by the player.
        The amount gained scales with total damage inflicted.

    • Unlocking

      • When the gauge reaches specific tiers (X stacks), spirits unlock enhanced entrance skills and new forms, increasing their battlefield impact.

    • Consumption

      • Derivation Skills

        • After an Entrance Skill, a QTE window appears.

        • The player may consume a fixed amount of Battle Power to trigger a stronger derived ability.

    • Active Skills

      • Each spirit’s active skill consumes a small amount of Battle Power.

    • Special Mechanic – Perfect Derivation

      • If the player triggers the QTE at the optimal timing, the derived skill consumes no resources.

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Spirit System

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  • Core Rule

    • Only one spirit can be summoned on the battlefield at a time.

  • Skill Template

    • Basic Summon

      • The player presses a number key to summon the corresponding spirit.

    • Entrance Skill

      • If the player’s Battle Power exceeds X stacks when summoning, the spirit performs an enhanced Entrance Skill instead of a basic summon.

    • Derivation Skill

      • During the recovery phase of the Entrance Skill:

      • Time briefly slows

      • A QTE prompt appears

      • The player may consume resources to trigger a stronger follow-up ability

      • Each spirit has a unique derivation mechanic requiring player coordination.

  • Active Skill

    • Press F to command the active spirit to use its skill.
      Consumes a small amount of Battle Power.

  • Passive Systems

  • Backpack Passive

    • Shared Regeneration

      • When not summoned, spirits regenerate HP over time.​

Spirits

  • 1.Glutton (Slot 1)

    • Role

      • Frontline Disruption + Ramp-Up Scaling + Sustain

    • Combat Goal

      • Establish early synergy between player and spirit through target marking and “devour” mechanics to validate cooperative combat flow.

  • Design Theme

    • A culinary-obsessed gourmand who treats enemies as ingredients.

    • The more “delicious” the enemy (higher stack count), the greater the bonuses gained — which are partially shared with the player.

  • On-Field Passive – “Seasoned”

    • Enemies attacked by the Glutton receive a Cooking Mark:

    • Each hit adds 1 stack (max 3 stacks)

    • Stacks last X seconds

    • Devour consumes all stacks

  • Entrance Skill

    • Checks for enemies marked by Honey Rounds:

    • If found → Instantly teleports to the marked enemy and uses Devour

    • Honey-marked enemies immediately gain 3 Cooking stacks

    • If no Honey-marked target exists → Prioritizes the last enemy damaged by the player.

  • Active Skill – Devour

    • Deals X damage to the current target.
      Damage scales based on Cooking stacks.

    • If Devour damage exceeds the target’s remaining HP.The enemy is consumed

    • The Glutton gains different buffs depending on: Enemy type Stack count

  • 2. General (Slot 2)

    • Role

      • Frontline Tank + Aggro Control + Crowd Control

    • Combat Goal

      • Deepen player–spirit interaction by introducing resource-based derivation mechanics.
        Differentiate from the Glutton by emphasizing control and battlefield presence.

    • Character Theme

      • A fallen war general who died defending his country.
        Bound by his vow to protect, he follows the protagonist to safeguard those scarred by war.

    • Entrance Skill

      • Leaps from the air and performs a ground slam:

      • Deals X damage

      • Briefly stuns nearby enemies

    • Derivation Skill – Banner Strike

      • After the slam: Player gains a Banner Round. Shooting the Banner Round summons a battle flag from the sky.The flag, launches nearby enemies upward. Pulls enemies toward its center. The General follows with a massive sword strike dealing X damage

    • Active Skill – Guardian Formation

      • Generates a defensive banner at the player’s position.

      • Enemies entering the area are repeatedly knocked back

      • Lasts X seconds

  • 3. Engineer (Slot 3)

    • Role

      • Ranged Support + Sustain + Gameplay Modifier

    • Combat Goal

      • Enhance survivability and expand combat dimensions by altering the player’s engagement style.

    • Theme

      • A brilliant but overlooked engineer in life.
        After death, she manifests as a spirit and builds mechanical companions, including a spider-like mobility rig and turret assistant.

    • On-Field Passive

      • Her assistant turret randomly fires supportive items across the battlefield.

    • Entrance Skill

      • Fires 5 healing supply packages toward the player.

      • Packages persist for X seconds

      • Restore X HP when collected

      • Remain active even if the Engineer leaves the field

    • Derivation Skill

      • The turret charges and fires a massive debuff package toward the area with the highest enemy density.

      • Player must shoot the package mid-air

      • Upon detonation, it scatters debuff items

      • Enemies that touch them receive random negative effects: Stun Vulnerability (next hit deals 2× damage)

    • Active Skill – Time Anchor Field

      • The turret fires a marker round:

      • Generates a slowing field at impact location (X seconds)

      • Enemies inside:

        • Move slower

        • Store a portion of incoming damage

        • When the field ends:

        • Stored damage is dealt again

        • Player damage extends field duration (up to X seconds).

  • 4. Sword Spirit (Slot 4)

    • Role

      • Primary DPS + Background Amplifier + Player Damage Enhancer

    • Combat Goal

      • Introduce a backend scaling system while keeping the player as the primary execution and finisher.

    • Theme

      • A legendary swordmaster who voluntarily became a spirit to preserve his martial legacy.

    • On-Field Passive

      • Cannot appear physically. Instead, attaches to the player.

      • Abilities unlock through accumulated Battle Power.

      • Provides stat bonuses while attached.

    • Entrance Skill

      • Performs a massive area slash dealing X damage.

    • Derivation Skill

      • Player channels briefly, summoning a colossal sword from the sky.

      • Deals heavy AoE damage on impact

    • Active Skill – Possession

      • The Sword Spirit attaches to the player:

      • Summons 3 flying swords

      • Continuously consumes Battle Power

      • When the player hits an enemy, flying swords follow up with additional strikes

      • Works alongside other summoned spirits

      • Ends automatically when Battle Power depletes

      • Hold “4” to manually exit

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