Adventure · Boss Rush
Soul Keeper
Duel five bosses in a torch-lit arena with a stamina bar, roll i-frames and three flasks; death drops your souls where you fell, and three deaths end the run.
The game's own interface may still be in English.
Overview
Soul Keeper is a five-boss rush built on one shared resource: stamina. Every sword swing costs 25, every roll costs 30, and the bar only refills after a short delay, so greed is punished harder than anywhere else. Each boss — Ashen Squire, Twin Fangs, Bell Warden, Mirror Duelist and The Hollow King — telegraphs its attacks in red: a cone for the arc swing, a lane for the dash, a circle for the expanding shockwave ring. Rolling grants invincibility frames, so the correct answer to every telegraph is a roll through or away, followed by one or two punished swings while the boss recovers. At half health each boss enters phase two: faster movement, shorter telegraphs and an expanded moveset. Death costs one of three embers and spills all your souls as a stain where you fell; beat the same boss again and walk over the stain to reclaim them. Felling a boss pays souls, restores 30 HP and refills your three flasks. Clear all five to open the vault; burn all three embers and the run is over.
How to Play
Press Enter the Arena. Move with the arrow keys or WASD — or hold and drag on the arena on touch screens. Space swings your sword toward your facing direction, X or Shift rolls with invincibility, and H drinks a flask; on mobile use the ATTACK, ROLL and FLASK buttons. Watch the boss bar up top and the red telegraphs on the floor. When you fall, press Space or Rise Again to spend an ember and retry the same boss at full health — the boss resets to full too. P pauses and R restarts the entire run.
Tips & Strategy
Fight at the edge of the boss's arc range: close enough that one step in lands a swing, far enough that the telegraph cone never touches you. Never empty the stamina bar — always keep 30 in reserve so a surprise telegraph cannot catch you unable to roll. Two swings per opening is the safe rule; three is greed, and the third swing is what kills most runs. Against Bell Warden's ring, roll through the band as it reaches you rather than outrunning it — the ring outpaces walking speed near its full radius. Twin Fangs and the Mirror Duelist dash in straight lanes, so sidestep perpendicular, not backward. Save flasks for phase two: the first half of every fight is predictable enough to fight clean. When you die carrying souls, play the rematch defensively until the stain is reclaimed — dying twice costs everything.
What Makes It Distinct
The soul-stain loop turns death into a decision instead of a reset: the rematch is the same boss, but now the arena has a prize sitting exactly where you made your last mistake. Combined with a strict five-fight gauntlet and per-fight flask refills, it compresses the souls formula into a ten-minute session.
Controls
- Keyboard
- Arrow keys or WASD — moveSpace — sword swing (25 stamina)X or Shift — roll with invincibility frames (30 stamina)H — drink a flask, heal 45P — pause or resumeR — restart the run
- Mouse
- Press on the arena and drag to steer like a stick; use the ATTACK, ROLL and FLASK buttons.
- Touch
- Hold and drag on the arena to move; tap ATTACK, ROLL and FLASK buttons below the arena.
Features
- Five named bosses from Ashen Squire to The Hollow King
- Every boss gains speed and new attacks below half health
- Telegraphed arcs, dashes and expanding shockwave rings
- Stamina economy shared by swings and rolls, with delayed regen
- Death drops all carried souls as a reclaimable stain
- Three embers per run; flasks refill on every boss kill
Frequently asked questions
How do I beat a boss in Soul Keeper?
Watch the red telegraph, roll through the strike with X, then swing twice with Space while the boss recovers. Managing stamina so you can always roll is the whole game.
What happens when I die?
You lose one of three embers and drop all carried souls as a glowing stain where you fell. Touch the stain after rising to reclaim them; spend all three embers and the run ends.
When do bosses enter phase two?
At half health. The boss ring turns red, it moves 35% faster, telegraphs shrink, and most bosses add a new attack such as a dash or shockwave ring.
How do flasks work?
Press H to heal 45 HP. You carry three per boss fight, they refill when a boss dies, and you also recover 30 HP automatically between bosses.