Salt and Sanctuary Series - Souls Like 2D Side-scrolling Platformer

Pyre

Feeling very toasty
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Jan 17, 2021
This game isn't very well known, but it's been popping up on my radar recently. it seems to be well liked by a lot of people in the Souls/Bloodborne fandoms. Out of curiosity I bought it and enjoyed it a great deal. The gameplay is fast paced and fun, the world is extremely well detailed and its world emulates DS1 in how interconnected it is. Shortcuts connect many areas and are satisfying to find. The boss fights are great and it's well balanced, all things considered. The sequel, Salt and Sacrifice, was announced recently, so I figured now would be a good time to make a thread.
If you like the Souls games, or any games like them, I recommend it. A few people have made videos on the game but the challenge run guys are the most entertaining. This guy beat the game with potatoes as his only weapon.
Anyone else play S&S?
 
Anyone else play S&S?
I've seen it described as SoulsBorne X Metroidvania. I like this game and have been playing for a few years now on PS Vita. However, I haven't finished the game yet. I'll pick it up and play for a few days, then get bored with it again. It's cool to hear a sequel is in the works. Thanks for the tip.
 
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it pretty much filled whatever void all those 'skullnight' types always ranted about.
 
I appreciate you bringing the sequel to my attention - Salt and Sanctuary is a very solid 20-30 hour soulslike that, more than other games, captures not necessarily the mechanics of Dark Souls, but the tone that goes beyond the oversimplified "sad dark world, hard bosses" many clones strike.

Looking forward to more of it - gonna break my heart if it stays PS exclusive though.
 
I appreciate you bringing the sequel to my attention - Salt and Sanctuary is a very solid 20-30 hour soulslike that, more than other games, captures not necessarily the mechanics of Dark Souls, but the tone that goes beyond the oversimplified "sad dark world, hard bosses" many clones strike.

Looking forward to more of it - gonna break my heart if it stays PS exclusive though.
The devs want it on PC too, been confirmed already, thank God. I don't care much for Playstation.
 
Yeah but what does that mean? Souls is a pretty normal game with boring lore and boring asthetics...
Ether people are referring to some gameplay mechanics (although like most games soulsborne games have several overlapping and intertwined mechanics so it can be hard to say that any particular mechanic is souls-like), but more often it seems just to be used to refer to the aesthetic elements (like the grimdark fantasy elements) or just to say the game is difficult.
I think however most people just use it as synonymous with difficult/challenging i.e. "X is the Dark Souls of Y'
 
Yeah but what does that mean? Souls is a pretty normal game with boring lore and boring asthetics...
Usually means that the difficulty is hard, there is minimal plot and the lore is centred around visuals and item descriptions, and that there is an emphasis on world exploration rather than whacking enemies.
Of course it's constantly misused by just about everyone.
 
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I think however most people just use it as synonymous with difficult/challenging i.e. "X is the Dark Souls of Y'
So its something kids use like cuck and pog?

Usually means that the difficulty is hard, there is minimal plot and the lore is centred around visuals and item descriptions, and that there is an emphasis on world exploration rather than whacking enemies.
I havent played the lastest ones because they all look boring and i doubt they fixed their controlls.
one and 2 were not that hard, they were more frustrating because of bad game design and quality controll.

But to be fair, im not sure if i have a good grasp of game difficulty. Recently played Mario 3 and it felt just so god damn hard, but it was not frustrating, tight controlls take away the rage.
 
So its something kids use like cuck and pog?
I guess. The soulborne games have probably been most gamers only experience with purposefully challenging games (most probably being too young to remember arcade games made to make you waste coins/tokens), and as people do they tend to convey ideas (particularly complex ones) through similes and in reference to other things.
I think cuck is probably a great comparison to use, since it too conveys a series of complex (and multi-faceted) ideas in a simple and straight forward way.
 
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Necro I know, but Salt and Sanctuary just got an update that adds a new mode with balance changes. Guess they want to get some attention on them because that Epic exclusivity for Salt and Sacrifice is ending soon (I think, it was released in May but it could be a coincidence).
Release Notes
1.0.1.0

Game Modes
- Enhanced Mode added. Has changes to game mechanics and balance.
- Existing characters are now in Classic Mode.
- Players can select between Classic vs Enhanced on character creation.
- Enhanced characters have an (E) icon on the save list.

Bugs Fixed
- Melee weapon effects no longer transfer to offhand weapons or spells.
- Offhand weapons may now have their own specials. (Only used in enhanced mode)
- Warhorn duration now the intended 30 seconds.
- Using different versions of the same buff correctly resets values.
- Fixed armor per level bonus not applying to players. (introduced in patch 9)
- Mossy Charm/Fast Hitter now work with Scissor Attack.
- Silver Shield lightning resistance set to 0%. (Shields cannot go below 0%)
- Steel Arrows bonus damage from 3 to 5. (Other arrows already grant +3)
- Dark Swarm no longer erroneously scales from mainhand weapon damage.
- Lightning Storm no longer erroneously scales from mainhand weapon damage.
- Lightning Storm damage changed from 20 to 35.
- Murdiella Mal now drops 24k base gold.
- Crystal Sphere now updates regional NPC bonuses immediately.
- Guide's hat now correctly shows the player's hair.
- Gaoler now drops their ear.
- LakeWitch Spray attack volume reduced.

Hitboxes, AI, and Map changes
- Dragon tail attack hitbox adjusted slightly.
- Dragon is more consistent in vertical flight. (Doesn’t fly as high)
- Dragon is less likely to jump out of the arena when under 50% hp.
- Unskinned’s charge attack hitboxes shrunk slightly to match his model.
- Nameless God’s basic sword attacks shrunk slightly to match his model.
- Cyclops Stab and Drag attack hitboxes adjusted to be more consistent.
- Bloodless Prince’s body slam adjusted slightly.
- Guardian Blade now has its own hit-timer separate from all other hits.
- Adjusted vertigo resets to prevent players from getting stuck in Hager’s Cavern.
- Adjusted vertigo reset above Devara's sanctuary.
- Adjusted vertigo reset in the Thief’s area of the Red Hall.
- Adjusted floor under Nomad to prevent clipping upwards through the map.

QoL, UI, Other
- Jester's and Guide's hats reduced to +5 Item Find.
- Intro screens are now skippable with Controller A, Keyboard Space, or Mouse Left Click.
- In game menu updated to have Main Menu exit and Exit game options.
- Poise now shows proper values in the UI.
- UI fist damage is now more accurate, was previously too high.
- UI more accurate with ring effects, especially when comparing Armors.
- UI now shows Goldenwine, Protection, Ethereal/Divine Armor bonuses.
- UI now shows Goldenwine damage bonus.
- UI now shows Charm and Weapon Buff damage bonuses.
- Greatscissors can transmute into Greatswords.
- Added Hide Helmet option in Game Options.
- Added basic event logging / log files for better bug tracking.

Enhanced Mode Notes

Coop
- Coop players now get their sanctuary items when the main player is at a claimed sanctuary.

Stats
- Weapon damage softcaps now reduced for multistat weapons.(50, 30, 24, 20)
- Strength bonus when using a two-handed loadout reduced for multistat weapons.(50%, 25%, 16.7%, 10%)
- Health per level now softcaps at level 50 instead of 40.
- Armor per level now softcaps at level 50, granting 50% per level afterwards.
- Carry weight now softcaps at 50 endurance, granting 50% afterwards.
- Carry weight at level 1 increased slightly, from 42.5 to 44.0.
- Carry weight per endurance increased from 1.5 to 1.75.
- Poison defense’s effect on triggering poison is reduced by half (easier on high armor).
- Stamina max from 80 to 100. Stamina per point from 10 to 8.
- Focus max from 40 to 50. Focus per point from 5 to 4.
- Roll stamina from 40 to 35. Rolling Ring no longer reduces stamina cost by 5.
- Negative armor values now use the same formula as positive numbers.
- Monster defenses adjusted to match the new negative calculation.
- Class skills require fewer pearls following the pattern 1, 1, 2, 2, 3.

Elemental Weapons
- Weapons with elemental damage now split damage evenly no matter the stat investment.
- Default elemental split is 50%/50%. A couple weapons use a 75% elemental split.

Buffs
- Buff and Charm damage is now calculated on total weapon damage.
- Buff values cut in half. (100% -> 50% and 60% -> 30%).
- Matching an elemental buff with an elemental weapon is now a 20% multiplier.
- Goldenwine now has a matching bonus for pure physical weapons.

Monsters
- Many negative defenses adjusted slightly.
- Many extremely high boss resistances or repeated boss resistances adjusted.
- Multi-Boss boss fights have had their HP bonus in NG+ reduced (Architect, Three)
- Emberskulls attack adjusted, they now wind up before attacking.
- The Architect's holy orbs can no longer overlap.
- Carsejaw recovers faster after using his Sword Summon attack.
- Witch of the Lake salt drop increased from 12k to 22k.

Consumables
- All focus restoration items now gain a small bonus per willpower. (+50% at softcap, 40 -> 60)
- Calling Horn’s gold cost from 100 to 500.
- Bell of Return’s gold cost from 500 to 250.
- Devara red potion protection buff duration from 10 to 15 seconds.
- Redgrass now grants 120% of max HP over its duration.
- Bluegrass now grants its focus as a buff over 5 seconds.
- Hearty Roll now uses Faster Healing. 1.0 second duration.
- Mana Crystal (Iron Ones) now grants 30 focus over 30 seconds.
- Mt Warhorn/Warhorn stamina regen from 135 to 100, regen during action-pause from 15 => 25, poise bonus of +50% added. Shows in UI.
- Warhorns now instantly grant the difference of previous and new max poise if Buff was not active when used. - Wine drunkenness is increased from 30 damage to 20% max hp damage, per drink.
- Wine drunkenness is triggered on 3 drinks instead of 4.
- Blue Wine now grants its focus as a buff over 5 seconds.
- Golden Wine no longer stacks with elemental buff damage. Elemental Buff’s damage takes priority, other wine bonuses are maintained.
- Golden Wine no longer grants poison resistance.
- Goldenwine now grants a 25% poise damage bonus.
- Cleansing Cloth now grants 5 fatigue healing (focus) and removes 50% of current wounds.
- Cleansing Cloth now gives only 1x per turn in.
- Defiled Flask no longer causes +25% damage on top of armor removal.
– Blood magic uses the same debuff, and is therefore a little safer to use.

Charms & Rings
- HP leech on charms and weapons is now 1%, 2%, or 3% of max hp based on weapon.
- MP leech on charms and weapons is 0.5 or 1.0 focus based on weapon.
- Silversalt charm uses its full cost for great weapons and is reduced for other weapons.
- Stone Charm now grants a simple +10 poise damage.
- Mending band from 0.25hp / sec to 1% max hp / sec.

Ammo
- Elemental Ammo now converts 50% of the weapon's damage to its type.
- Ammo no longer gives tiny bonus damage, weapon damage adjusted.
- Ammo costs restandardized and reduced.

Bows
- Bow damage increased significantly.
- Bows now deal 100% slash.
- Steel arrows now give +10% total damage.

Crossbows
- Crossbow damage increased significantly.
- Crossbows now deal 75% slash.

Pistols
- UI now shows full damage. (Had a hidden +50% bonus)
- Pistol damage decreased by 20%, including gunblade blast.

Whips
- Whip’s Light Attack now has a Whipcrack effect at their tip dealing +50% damage.
- Whip heavy attack now deals +50% damage, but costs extra stamina.
- Damage buffed approx 10% across the board.

Fists
- Damage rescaled.
- Twinmetal Ring now acts like a weapon, changing base damage and scaling.
- Kickflip move added. Deals +25% damage, +30% poise. Overrides uppercut if pressing Down.
- Riposte move added.
- Strong attack now deals +100% damage.
- Uppercut now deals +50% damage.

Throwing Daggers
- Damage rescaled/increased.

Daggers
- Dagger ripostes now deal 4x damage instead of the default 2x damage.
- The second hit in the Light->Light attack combo now deals 1.4x multiplier.

Wands/Staves
- Wand damage increased.
- Staff damage reduced slightly.

Weapons Other
- The Poise weapon flag now grants +10 stagger damage.
- Ripostes now deal double damage of all damage types, instead of only physical.
- Lump hammer now purchasable from any blacksmith.
- Greathammer damage reduced by 15%.
- Greataxe damage reduced by 15%.
- Greatsword damage reduced by 10%.
- Axe one handed poise damage increased from 14 to 22.
- Axe one handed combo (last hit) now deals 100% slash.
- Weapon weights restandardized.
- Greataxe weights reduced.
- Various weapon specials changed.

Armor
- Heavy Armor approx 6.5% less weight.
- Palatine Coif moved to tier 1 heavy, added poise, adjusted values.
- Various armor values changed, and specials added.

Shields
- Shield types redone, are now Round, Normal, and Tower.
- Various shields shifted around in type and tier.
- Shields no longer gain poise on level up. Poise adjusted on all shields.
- Armor poise is now additive instead of multiplicative to shield poise when blocking.
- Armor defense is now added to blocks, similar to poise.
- Various specials added to shields.

Shield Slam (Tower shields)
- Hitbox now extends into the shockwave similar to enemies.
- Base speed increased by 50%.
- Damage now scales from Strength and Shield upgrades.
- Poise damage increased significantly.
- Physical combat rings, charms, and buffs more consistently work with shield slam.

Magics/Prayers
- Tier 5 magic added.
- Various cost and damage rebalances.
- Various class tier adjustments.

Map/World
- Various upgrade items added into the map for better progression.
- Various unobtainable items added to the map.

Creed Shop Adjustments
- All merchants now sell potatoes.
- Various inventory, by creed rank, adjustments.

Monster Drops
- All stone statues are now droppable from monsters.
- Gray pearls are now droppable from certain monsters.
- Various other item drops and rates adjusted.
- Gold drops increased slightly in NG+ and above.
 
Necro I know, but Salt and Sanctuary just got an update that adds a new mode with balance changes. Guess they want to get some attention on them because that Epic exclusivity for Salt and Sacrifice is ending soon (I think, it was released in May but it could be a coincidence).
They had a pretty significant update back in October too. I'll give them credit for continuing to support the game, especially since I don't like how they changed things with Sacrifice.
 
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I really, really, want to like the games but the art always reminded me of the sketches in a edgelord goth kids notebook.
That was definitely what put be off of the game for years. It's from James Silva, the same guy who made stuff like The Dishwasher: Dead Samurai back in the old Xbox Live Arcade days. It's very love it or hate it. I felt like the art-style got a lot better as you go through the game, since it's less "look at these potato ugly humans" and more "look at these horrific monstrosities", but that might just be building up a tolerance.
 
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