Soulbound: Online is a fast, screen-filling game with a lot of text, so its accessibility options matter more than the pixel-art presentation might suggest. This page collects what the Early Access build supports, what is planned, and how the game is rated in different regions.
Accessibility Features
The store listing carries a set of accessibility feature flags, which is the studio's own declaration of what the build supports rather than a community estimate.
Feature | What It Means |
|---|---|
Adjustable text size | Interface and dialogue text can be scaled, which matters on a display where a lot of small pixel text sits over a busy fight |
Subtitle options | Subtitles can be configured rather than only switched on or off |
Custom volume controls | Audio channels can be balanced separately instead of moving one master slider |
Stereo sound | The game outputs stereo audio |
Playable without timed input | No mechanic requires you to hit an input within a time window, so quick-time reflex prompts are not a barrier |
Mouse only option | The game can be played with the mouse alone, without keyboard input |
Touch only option | The game can be played with touch input alone |
Save anytime | Progress is not gated behind save points |
Those flags sit alongside the ordinary input options in the settings menu. Movement works on WASD or the mouse in the overworld, where gathering and life skills happen, and on WASD inside a dungeon. Keys can be rebound from the input settings, and weapons and abilities can each be set to manual, auto-aim or auto-cast by shift-clicking their hotbar icons, which lets you hand off aiming entirely during combat if you would rather concentrate on positioning.
Controller And Handheld
Controller support has not shipped in any form. The studio's published plan carries an Unofficial Controller Support item, partial controller support for aiming and for navigating some menus, as a post-launch target, and the store page lists no controller-support feature. Treat any guide that describes a working pad setup as describing something the build does not yet have. The game already runs on Steam Deck without being verified for it. A later pass is planned to make it play properly on handheld, with a more controller-friendly interface, readable text at handheld size and performance tuning; the studio targets that for the fourth quarter of 2026. Full verified Steam Deck support and native Mac support through Steam sit further out, both targeted for the second quarter of 2027. None of the three has shipped, and neither has controller support of any kind. Hardware requirements are on the System Requirements page.
Partial gamepad support arrived on 27 August 2026 and covers aiming. Gamepad players can aim primary weapon attacks with the right stick in dungeons, after selecting Gamepad in the game's Steam controller configuration. The studio marked unofficial controller support as shipped on its roadmap in the same window, describing it as partial support that allows aiming rather than a full controller interface. Expanded Steam Deck support is a fourth-quarter 2026 target and verified Steam Deck support a second-quarter 2027 one.
Languages And Voiceover
The Early Access build ships in English only. In the first days after launch the studio said localisation had been one of the most requested features and named Japanese, Spanish, French and Brazilian Portuguese as the first languages, with more to follow. The plan covers dialogue and interface text in a first pass, then localised voiceover rolled out across the release rather than all at once.
Voiceover itself is partial and growing. In the days after launch the studio put voiceover coverage at more than 45% of the game and said it was recruiting voice actors to cover as many characters as possible, so the proportion of voiced quest dialogue rises with each update. That figure has not been restated since, so treat it as a launch-week snapshot rather than a current number.
Dedicated Chinese and Japanese fonts for dialogue and tutorial text shipped on 3 September 2026. That is a rendering change rather than a translation: it makes those scripts display correctly, and the text itself is still English. A first pass of full localisation covering dialogue and interface text was described as partially out in the roadmap update of 2 September 2026, with Japanese, Spanish, French and Brazilian Portuguese named as the first languages. Partial voiceovers were marked as shipped in the same update.
Platform Features
Feature | Detail |
|---|---|
Cross-platform multiplayer | Listed on the store page as supported |
Online co-op | Most dungeon rungs take up to 3 players; the tridaily raid takes up to 5 |
Family sharing | Supported |
Leaderboards | Supported, with a separate board for each dungeon. They were fixed for every Dungeon Finder entry shortly after launch |
Present but switched off briefly at launch after a fault was traced to the system, then restored |
Age Ratings
Three ratings boards had classified the game as of Early Access. Their content descriptors are broadly consistent: violence, coarse language, and references to alcohol, tobacco or similar substances.
Region | Rating | Descriptors |
|---|---|---|
Brazil | 14 | Improper language, violence, legal drugs |
Germany | 16 | Drastic violence, alcohol and tobacco, coarse language |
Indonesia | 18 | Online interaction, tobacco and electronic cigarettes, alcoholic drinks and other addictive substances, violence |
No rating is recorded for North America or the wider European region at the time of writing. Ratings can change as content is added during Early Access.
Support
The studio runs its own help centre and support inbox rather than routing players elsewhere, and in-game support tickets were being answered in around a minute in the first days after launch. The help centre carries short articles on the most common problems, including stations reporting that they need power, switching to full screen, high ping in the overworld, characters stuck behind furniture in a house, and weapons that fail to appear on entering a dungeon.
Display And Performance Options
The September 2026 performance patch reworked the graphics settings, and two of the changes matter for comfort rather than framerate alone.
Setting | Change | Date |
|---|---|---|
V-Sync | Added to the graphics settings and on by default, which removes screen tearing as the camera scrolls. | 4 September 2026 |
Texture Scale | Options renamed to Normal, Low and Very Low. The Auto option was removed, along with a hidden 30 frames per second fallback that could quietly lock your framerate without telling you. | 4 September 2026 |
Uncapped frame rate | Removed after being traced as a source of input delay. Players who had it selected were moved to 60. The same fix also repaired the display name scale setting, which had not been applying. | 9 September 2026 |
The same patch also addressed motion comfort directly. The camera now scrolls with sub-pixel precision from integer world positions and its motion is capped per frame, so a hitch no longer lurches the view, and quest camera transitions glide to their target instead of snapping. Other players and NPCs interpolate smoothly between server updates instead of stepping. Burn status particles and victory sparkles now play at a consistent speed whatever the framerate.
On the audio side, sound effects that arrive more than 1.5 seconds late are now dropped rather than played in a burst, and the music playlist stopped skipping forward every twenty to forty seconds and going permanently silent while a track was still downloading.
Error Handling And Recovery
A set of changes on 27 August 2026 replaced silent failures with explanations, which matters most for players on unreliable connections. Startup, room changes and dungeon entry now show clearer loading progress so you can see what the game is waiting on. A failed load gives an error message saying what went wrong plus a retry option rather than a dead end, and a failed automatic sign-in offers a Retry Sign In option. Login, queue, maintenance and world loading handle slow or dropped connections with timeouts and retries instead of waiting indefinitely, and loading screens no longer hang forever when an asset fails to load.