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Salt and Sanctuary

A 2D action RPG with a very large skill tree.

ska.studio2 sources2 tips

Where Salt and Sanctuary comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testBuilding Better Skill TreesGcreator of Game Maker's Toolkit testDo We Need a Soulslike Genre?
In short

Salt and Sanctuary is a 2D action RPG that follows the Dark Souls template closely and ships a very large skill tree. Game Maker's Toolkit cites it, with Path of Exile, as a huge skill forest, when a small pruned set of interesting upgrades works better. The lesson: borrow a proven formula's strengths, but don't copy its systems wholesale or pad progression with filler.

At a glanceMark Brown prefers a pruned skill bush to a huge forest
Huge skill forest
  • Salt and Sanctuary, Path of Exile
  • Weak skills added to look big
  • Dilutes the good upgrades
Pruned bushWon
  • A handful of truly interesting upgrades
  • Tight, deliberately pruned tree
  • Often the best solution

Brown: prune the tree, don't pad it

From Game Maker's Toolkit, Mark Brown

What was said about Salt and Sanctuary

  • Salt and Sanctuary's huge skill tree is a model to prune, not copy. Game Maker's Toolkit names it alongside Path of Exile as having a huge skill forest. Mark Brown prefers a tightly pruned bush of a few truly interesting upgrades.

    His warning is that adding weak skills just to make a tree look big dilutes the good ones. Quote: "a tightly pruned bush with a handful of truly interesting upgrades is often the best solution."

  • Salt and Sanctuary follows the Dark Souls template closely, so it reads like a clone. Mark Brown lists it among Souls clones that stick rigidly to the Dark Souls formula. The other games on the list are Lords of the Fallen, The Surge, Nioh and Death's Gambit.

    Clones of this kind rename estus flasks, bonfires, souls and the homeward bone, and add only small ideas like stance-based combat. The result is games that feel more like sequels than new games.

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