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Trail of Soup

Level 2
Joined
Jun 5, 2026
Messages
4
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Hey ya'll! Dropping in to talk about Trail of Soup, a map we've been working on, the concept behind it, and some of our progress.


What is Trail of Soup?
Trail of Soup is a 1-4 player roguelike dungeon crawler that takes place in a procedurally generated world. You'll be dropped off in the wilderness and must travel through a series of randomly generated levels in search of the fabled "end of the game" while building your character and dealing with a challenging creature set. There's wildlife, monsters, and sentient factions like orcs, trolls, humans and ogres that players must deal with, all the while balancing limited resources and managing your food supply so as not to starve to death before reaching the final destination. Players will encounter outposts and villages belonging to sentient beings, battles and skirmishes between monsters and animals, and random events scattered throughout their travels.

Some trolls guarding an outpost, an example of a structure you can find in the world.
structures.webp


ToS is a mashup of these three games:
Dungeon Crawl Stone Soup
- The map borrows a lot of mechanics and concepts from DCSS, far too many to count. If you have not played it, and you are into roguelikes, go. Go now. (And then come back)
Oregon Trail - ToS is inspired by the concept of a ragtag group setting off on a journey together, stocking up on supplies, and managing limited resources whilst traveling great distances across varied landscapes and challenges.
Slay the Spire - StS is a roguelike card battler. While we are not a card battler, the structure is similar. You will start with a rather blank character and must use the random things that you find, attempt to create a build strong enough to survive, navigate through several available routes, deal with random enemies and events, and if you die, you're dead.

An example of a populated map. Each level will feature a different variety of creatures and monsters that players need to battle through, or navigate around, to proceed.
minimap example.webp


ToS will feature monster infighting; this troll warrior attempted to engage a group of deer and is about to get pounded into the dirt.
troll vs goat.webp



There is a focus on effective combat and fighting monsters in ToS, but, there are also multiple kinds of items and decision-making spread across a few different systems that the player must balance to survive effectively.


Players will start by choosing a race, each with subtle differences.
Initially, there will be four races, each with different stats and perks, and their own individual pros and cons.
race select.webp



Players can also learn a profession, which are mostly based on collecting items you would naturally come across anyway, with increasing perks and benefits as players invest in them.
Metalworker: Gathers rocks and metal things, creates weapons and armor, and other rocklike and metallic things.
Survivalist: Skilled with wood, leather, crafting useful items and cooking.
Alchemist/Herbalist: Cares about plants and small animals for creating potions, chemical weapons and other slightly magical things.
Artificer: Collects random bits of everything to create magical objects used to evoke spell-like effects.

professions.webp


Monsters will each have their own set of skills, and will be dangerous and numerous, so of course, you'll have several different options to defend yourself.
Melee:
The classic weapon swinging build.
Spellcasting: Players can invest in intellect and find spellbooks to learn how to cast spells.
Ranged: Bows, slings, javelins and stones, there are a variety of ranged weapons players can use to engage at a distance.
Artificer: Artificers can create and utilize enchanted objects like rods, wands, staves and trinkets that emit magical powers.

Players will need to make do with what they find throughout the world, and having a variety of options allows for a gameplay experience that's a little different every time.

Wild goats flee an angry pack of wolves and a scorpion who decided to join in.
wolves vs goats.webp


Additionally, players must feed they asses.
Hunger:
The player characters will also experience hunger, and will expend energy doing exhausting things like casting spells and using abilities. Using more powerful spells and abilities takes a considerable amount of effort and requires a solid food supply to sustain. Players need enough food to avoid starving, but also enough to support their groups needs.

The world is also filled with several different types of consumable items, which will help players overcome challenges, and may be necessary for more difficult encounters.
Consumable Items:
Limited use items are an important resource and must be utilized correctly to survive. These include potions, scrolls, evocable items, ranged and thrown items, and other random usable things like campfires and trinkets. Without their effects, players may not be strong enough to overcome the powerful monsters and unexpected events they may encounter.

Beyond items, the randomly generated world itself must be navigated, with each level branching into several available paths.
Navigation:
As players move from map to map, there will be an intermediate area between each level that will allow players to vote on which direction to proceed. This will allow your group to travel with intention, taking a route that your team is properly equipped to deal with, and avoid areas filled with threats you may not be able to handle. Some information regarding the biome and inhabitants of the upcoming areas will be available to allow players to make these choices.

And of course, it wouldn’t be a caravan unless players were able to enlist the help of the strange creatures and natives they come across.
Taming and Hiring:
Players will be able to tame, hire, bribe, or otherwise enlist the help of various creatures and entities throughout the world to aid them in their quest. These will likely require food to sustain, and may not be able to be controlled directly, so remember to recruit wisely, and take proper care of your companions.

Migrating herds of goats and bison traveling through a randomly generated map. There will be all manner of strange creatures and events to discover.
the great buffalo goat migration.webp


The goal of Trail of Soup is to create a challenging roguelike dungeon crawling experience that you can play as a party game with your friends, with every playthrough being unique, and each questionable decision made ultimately leading to your parties demise, or maybe even sweet victory.

If you made it this far, thanks for reading, and I hope you are excited to try ToS, once it exists.


Currently we're a team of two, myself and one awesome programmer.

We are looking to hire on 1 additional programmer to help with some of the more technical aspects of the map. Looking for someone experienced and familiar backend mechanics for more complex item and ability design, and most importantly, knowledge in creating custom UI to support inventory and ability management.

And.. more stuff, probably. Please send me a DM mentioning your experience and previous projects, if this interests you.
 
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Hey everybody! I'm the co-dev and programmer for this project, and I'd like to talk about some of the aspects of the map I've worked on, and also invite anybody interested in this project to our discord server.

First off, terrain generation. Every level in Trail of Soup is completely procedurally generated, which means no two levels will ever be the same. A big goal of this project is being a "mega roguelike", where so much content can variate procedurally that no two playthroughs will ever be the same. I made this terrain generation system myself to be able to support different level types in the futures, e.g. deserts, swamps, areas taken straight out of hell, etc.
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I've also worked on unit designs, making sure each unit has a unique identity by carefully picking out models and editing them where need be, so that each faction feels complete and distinct.
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Expect to fight some of these guys when we drop the map!

Units also feature an intelligent AI system that I designed. Carnivores will hunt herbivores for food, herbivores will migrate to other parts of the map, they will fight you only if they feel they outnumber/outstrengthen you, and so much more. You're not just playing the map, but the map itself is alive. (and will often times play you instead. ha)

And last but not least, a procedural structure system that we're working on right now. Here's a sneak peak of an unfinished structure that will soon be populated with huts, fences, campfires, barrels, and so on!

1781092923699.webp


Working on this project has been incredibly fun and fulfilling, but it is still an ambitious workload, and an additional programmer would spare us a lot of that work. If you are considering it, do know that the pay is fair, and the work is fun!

If you play roguelikes for the thrill of a procedural world with procedural content, this is the right map for you. If you wish to keep up with our development, work with us or are just interested in the concept, come join our discord server! We're always happy to chat and talk about the project, or anything else. Like you, we're also roguelike enthusiasts, so maybe we could even organize some gamenights?

DISCORD
 

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The difficulty is intended to be similar to DCSS, meaning that the vast majority of the time, you won't beat the map. So initially, the gameplay loop will be splatting characters while learning how to succeed. Once you do win you'll get a score, so achieving a higher score is some incentive, and you can potentially unlock cosmetics or additional races via winning, or perhaps other things. There's also some fun in trying different builds and team compositions and seeing what you can make work.

We're also planning for a short and extended game session in similar style to DCSS. So you could have a short session aiming for a small win, or a longer play session that takes you through a longer and more challenging route, for a higher score and a "complete" win.
 
To add on a bit, at least in my head, a lot of the gameplay loop would come from trying to memorize how the world itself works. If you've played Noita, you'll know what I mean. Memorizing the spells and attack patterns of enemies, what loot you can get from what, what crafting recipes are useful early on, etc. As for actual gameplay, the early game will likely be about conserving food (because Food is a resource rather than just a metric to starving - demanding tasks like casting spells or crafting things will consume Food. Think of it like a kind of Mana.), crafting gear to help you survive against opponents, and most importantly, exploring!

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Since I've been asked to provide a video of the terrain generation in practice, here you go!
And yes, as you can see, the terrain is not permanent! It can be reset, allowing for multiple levels.
 
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This project looks really interesting! It feels like a really strong base that could go in a lot of different directions while honoring replayability. The terrain generation feature looks awesome, and I'll be interested to see how some of the other features like the classes and character development progress over time. Is this intended to be a single-player experience, or multi-player, or both?

Also, the aesthetics look really nice from what I'm seeing so far. I really appreciate a more grounded, humble vibe. The terrain, character design, and icon choices all seem to support that. As do the mechanics like food and resource management.
 
This project looks really interesting! It feels like a really strong base that could go in a lot of different directions while honoring replayability. The terrain generation feature looks awesome, and I'll be interested to see how some of the other features like the classes and character development progress over time. Is this intended to be a single-player experience, or multi-player, or both?

Also, the aesthetics look really nice from what I'm seeing so far. I really appreciate a more grounded, humble vibe. The terrain, character design, and icon choices all seem to support that. As do the mechanics like food and resource management.
It'll support both singleplayer and multiplayer! Of course, since each class and profession fulfills different parts of a whole, it's probably best to play with a team, but there'd be nothing stopping you from beating the map alone. If I'm not mistaken though, we're going for permadeath, which means it'll make multiplayer really horrifying when one of your teammates dies and can't be revived haha.

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Here's some stuff I'm messing around with: a proper day & night cycle!
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Well, I think you nailed the map name ❤️

Honestly, I love procedural map generation. This alone makes me want to check it out. The intelligent AI is also a big plus. Fighting an actually intelligent enemy is really a breath of fresh air nowadays.

If I'm not mistaken though, we're going for permadeath, which means it'll make multiplayer really horrifying when one of your teammates dies and can't be revived haha.

Well, let's hope the map supports hot-restarts so we can retry without recreating the lobby 😘. Also, since the map allows hiring companions, it would be cool if one could grant control of one their companions to a dead buddy.
 
Well, I think you nailed the map name ❤️

Honestly, I love procedural map generation. This alone makes me want to check it out. The intelligent AI is also a big plus. Fighting an actually intelligent enemy is really a breath of fresh air nowadays.



Well, let's hope the map supports hot-restarts so we can retry without recreating the lobby 😘. Also, since the map allows hiring companions, it would be cool if one could grant control of one their companions to a dead buddy.
Haha, Mr. Soup. This is gold lol <3

I'm not sure how feasible hot-restarts are, because the map already hot-restarts the entire procedural terrain/units/environment whenever the players beat a level (with a planned 9 levels for early access release, up to 27 in the future), and that adds up to performance quickly as you keep playing. Personally, I don't think hot restarts will be necessary at all! The average length of a game is meant to be pretty long.

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On another note, here's one of our other biomes you might come across: The Tundra!
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Hello all! Here to show off our own custom interface, based off @chopinski's beautiful UI system, @Kwaliti's Dungeonmaster interface skin, and some magic of our own!

Gameplay-wise, you can say goodbye to traditional movement, hold position, attack and etc icons. Instead, you will rely on a variety of submenus and toggles, such as an inventory with equipment/materials, or an ability that opens up a list of consumables you can use, or an ability that opens up a menu of spells you can cast. The map will be very hotkey-dependent, just like DCSS.

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