

In towns and cities, you can interact with various townsfolk through the use of "Gig Edicts" (basically this game's equivalent to items).

Soul nomad and the world eaters paths upgrade#
The merchants in question don't upgrade their shop inventories on their own, so you have to fight the merchants, kill them, and then they get replaced immediately with better guys. On top of this, you have multiple other systems in the background, some working off RNG, some not, along with two merchants you buy from at all times. Each room you have can be equipped with "decor" items that give bonuses or unique effects to their squads, and you can run through RNG dungeons from the squad organization menu to give individual rooms points that can then be used to modify stats of individual units in a room. You can do a lot with this, and it only gets deeper from there. And outside of individual fights, you can use different abilities to provide buffs or debuffs, AOEs, instant-damage attacks, all sorts of things. Think of it like Fire Emblem, except instead of just one guy against one guy, it's entire squads duking it out. You can make any unit a squad leader, and this will allow them to do different things in the map during a battle. The basic concept of the gameplay is as you progress through the story, you unlock units you can put into individual squads (or Rooms, as the game calls it), with each squad led by one unit who will be able to provide different bonuses or abilities. I don't think I can really name another game that is quite like Soul Nomad/Soul Cradle other than maybe X-Com with a ton of mods installed, or maybe X-Com blended with Fire Emblem/Advance Wars. This is one of my favorite games from my youth, and honestly holds up to this day.

Soul Nomad & the World Eaters Game Review by Forest
