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Soulstone Survivors News

Announcing Veil of the Soulstones + Winter Update & Our Biggest Sale Ever!

[h3]Greetings, Void Hunters![/h3][p][/p][p]As we approach the end of 2025, we want to thank you all once again for your incredible support throughout the development of Soulstone Survivors. We recently made a big announcement about our future plans, and today we have a packed another one for you, ranging from festive cheer to the biggest announcement we’ve made in a long time![/p][p]Let’s dive in![/p][p][/p][h2]Spreading the Holiday Spirit[/h2][p][/p][p]First up, to celebrate the festive season, we have brought a little bit of holiday magic to the Void.[/p][p]We have just released a small update that adds Christmas decorations to the Void Hunter Fortress, you know, to give it a little sparkle! From a physics defying snowman in the Blacksmith's quarter to decorations along the great hall, we hope this adds a little bit of joy to your runs during the holidays![/p][p][/p][h2]New Game: Veil of the Soulstones[/h2][p]Remember we mentioned here we were working on a third secret game? Well...[/p][p][/p][h3]We are incredibly proud to officially announce our next game: Veil of the Soulstones![/h3][p][/p][p]In addition to Rogue Soulstone, we have been working hard behind the scenes to expand the universe you know and love. Veil of the Soulstones brings entirely new mechanics, challenges, and a fresh gameplay to the franchise. Check the Steam page below to watch its new trailer and learn more about the game![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]We will be sharing much more information about gameplay, characters, and features in the coming weeks, and if it looks interesting to you and you want to support us and stay updated, wishlist the game, it really really helps!![/p][p][/p][h2]Steam Winter Sale: Our Biggest Discount Ever![/h2][p]To celebrate the holidays and the announcement of Veil of the Soulstones, we want to make it easier than ever for new players to join the community![/p][p][/p][h3]Starting now, Soulstone Survivors is 50% OFF for the Steam Winter Sale![/h3][p]This is our greatest discount to date. If you have friends who haven’t taken the plunge yet, or if you’ve been waiting for the perfect moment to gift the game to a fellow Void Hunter, this is it![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Once again thank you very much for sticking with us and for being such an amazing community. We have another Soulstone Survivors update coming early next year and we hope you are as excited about the road head as we are![/p][p][/p][p]Happy Holidays and Happy Hunting![/p][p][/p][p][/p][p]~ Allan & Soulstone Survivors team[/p]

The road so far, and the road ahead

[h3]Greetings, Void Hunters![/h3][p]Our 21st major update just went out last week and with the holiday season upon us, I wanted to take a second and talk to you about the last 3 years of Soulstone Survivors and what’s yet to come, for the game and for Game Smithing as a whole.[/p][p][/p][h2]Soulstone Survivors[/h2][p]The first ever screenshot of Soulstone Survivors, thats how old Alexi is =P[/p][p][/p][p]As you may already know, Game Smithing started as just 2 people working in our spare time. The game that was released in Early Access back in November of 2022 was developed in just a few months, and we were absolutely blown away by the reception from the community. This same warm reception is what drove us to drastically expand the scope of the game, adding many more characters, features, maps, game modes than we originally intended. We just knew we had something special in our hands that we could not take that for granted. And now, 3 years later, we still feel the same way.[/p][p][/p][p]And to think that now each character has a skill tree, runes, ascensions…[/p][p][/p][p]We still love working on Soulstone Survivors and we have quite a few free updates planned just like the one last week. And not only just content for Titan Hunt but we got a few plans for content in the Void Fields, as well as some general improvements and QoL features.[/p][p][/p][p]The Void King, circa 2025[/p][p][/p][p]We are also planning a larger content update that will come in the form of a paid DLC to be announced/released early next year (hopefully). We can’t say much about it just yet, but we are excited about how much it will expand the synergies and build potential within the game, so keep an eye on this page to see updates soon![/p][p]In short, rest assured that there’s still quite a bit to come for Soulstone Survivors![/p][p][/p][h2]Rogue Soulstone[/h2][p]It may come as a surprise to some of you, but Soulstone Survivors is not the first project from Game Smithing. We were originally developing Rogue Soulstone, before we realised that it was a little too ambitious for us at the time. You can see our very old and outdated store page, with a bunch of placeholder graphics and mechanics that we produced over 3 years ago.[/p][p][/p][p]Our proof of concept prototype, still what you can see in the game page, over 3 years later![/p][p][/p][p]Our ambition for Rogue has never wavered, and in fact, now that we have the team and experience to really do something special with it, we are more excited than ever. From the beginning, one of our main inspirations for Rogue was Risk of Rain 2, we wanted to create a fast paced action RPG, with a lot of depth and freedom to build your character, explore powerful synergies and the feeling of power (which also became a core concept of Soulstone Survivors), but at the time, there was one key feature we just weren’t ready to tackle… multiplayer. But not anymore![/p][p][/p][h3]Today we are thrilled to announce that Rogue Soulstone will have online co-op multiplayer support, and is being rebuilt from the ground up to ensure a great single + co-op experience![/h3][p][/p][p][/p][p]We have been working on the technology side of the game for a few months now, with so much new ground to explore, and we want to do it right. Today we are sharing a development plan for the game on Rogue’s Steam page, which got a bit of a face lift with updated descriptions and an amazing new art by Victor Ferraz, so if you want more details, check it out in the steam page below![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]And… something else?[/h2][p]After 3 years working almost exclusively on Soulstone Survivors and with Rogue Soulstone likely to still take at least a couple years of development before it’s out, we had to consider what can we do to:[/p]
  • [p]Increase the likelihood that we can accomplish on our ambitions for Rogue Soulstone, primarily by improving our technical expertise in multiplayer development[/p]
  • [p]Give the team something fun and fresh to work on whilst we develop the core tech for Rogue Soulstone, before we all jump into another multi-year development cycle[/p]
[p]With that in mind, it felt like developing a smaller, simpler multiplayer project before tackling Rogue would be a great idea. This would give the team more experience developing, and more importantly, releasing a multiplayer game. It would also allow us to try out our multiplayer tech in practice, with real players and in a real world scenario, but with a simpler game, offering a great test run for our solution.[/p][p]We decided to take a few days off of both Soulstone Survivors and Rogue Soulstone and make a quick internal game jam, as sort of a team building/relaxing exercise where we could whip up a tiny short game in 3 days, so we could experiment with some ideas that have been in the back of our heads, with the only requirement being that we prototype something multiplayer. We came up with quite a few game concepts and ended up making quick prototypes of 4 ideas that we were excited about.[/p][p]We had fun playing all of them, but one of these really got our creative juices flowing… we kept thinking of what that game might become, about all the ways it could be a pretty unique experience… and then started experimenting, splitting our team in a way that we were still creating new content for Soulstone Survivors, still progressing with the netcode and core gameplay of Rogue Soulstone, and on the side developing this third game as a sort of “side team effort”, where as people had a bit of free time they would contribute to the new game, and as the new game evolved we would improve the netcode with new requirements and fixes we didn’t knew we needed yet. And as we continued making this “game exercise” it became more and more its own thing… and we have officially decided to make it into our third official game![/p][p][/p][p][/p][p]It is a much smaller project by comparison, which still allows us to move quickly and with a lot of flexibility, it has already been invaluable in assisting us to develop the netcode that powers Rogue Soulstone and get everyone in the team familiar with the technology, and it quickly became our to-go to Friday Game Night game! We will share more details about it soon(tm), and we hope you will be as excited about it as we are![/p][p][/p][h2]Closing thoughts[/h2][p]As you know, we’ve developed Soulstone Survivors very close to you, our community, always striving to listen and incorporate your feedback into the game. We want to apply that same philosophy for everything we do as a company as well, sharing with you our plans and what we are working on often and transparently, so that we can walk the road together.[/p][p]We hope this post gives you some context behind what’s happening with the game and the company. We think the future is very exciting and we hope you’d be with us throughout.[/p][p]Finally, we wanted to answer a few of questions we imagine some of you will have, and of course, if you have other questions / comments, please let us know in the comments![/p][p][/p][h3]Are you developing a co-op mode for Soulstone Survivors?[/h3][p]We have seriously considered the possibility. To be honest, we still consider it. As it stands now, we just see too many challenges to deliver something with the level of quality we would expect for the game. There are several deeply challenging issues:[/p]
  1. [p]Performance: We have done a lot of work to improve the performance of the game, but we know it isn’t perfect still. We’ve reached a point of diminishing returns on performance work. The design of the game is such that we would need to basically re-write large portions game to have it perform significantly better than it is at the moment. Now, imagine having 2 players in a match… Even people with high-end machines would likely struggle, since power scales so quickly.[/p]
  2. [p]Code architecture: A lot of games suffer from tremendous tech-debt. That’s fortunately not our case. The project is stable and easy to work on. However, its architecture is not conducive to multiplayer as it was never intended for that. We would need a major refactor that would likely introduce many bugs, make the game harder to work on and less stable.[/p]
  3. [p]Design: The game and its gameplay systems were designed for single-player. Having it multiplayer in a way that is interesting and fun would not be a simple design task. For example, would we have more enemies on the screen for 2 players? How would the camera work? Do both players level up together or individually? And many, many other questions / decisions. We would want the game to be more than just “2 players launching spells randomly together”, but rather something truly co-op… stuff like “you get this, I get that, we create a synergy that is way more powerful than what we could do alone!”, but since the game was designed for single player, the game already allows a single player to create tons of synergies without another player.[/p]
[p]These are just 3 of the broad issues. There’s likely dozens if not hundreds of smaller issues that would crop up during development.[/p][p]If we were to develop a co-op version, it would take us many months, if not years. It would also be pretty incompatible with continued development on the single-player content updates, because refactoring the game at the same time as you are trying to update it with new content, is like building the tracks with the train running.[/p][p]A lot of companies will outsource the multiplayer development to other studios or dev partners. This allows the company to keep working on the single-player content whilst another company is responsible with sorting out any conflicts that may arise from it. It also allows the company to work on other projects and so on.[/p][p]We did look into this alternative, but quite frankly its above our pay grade haha and, it’s always more work than it sounds. One of the companies that we talked to is extremely experienced in porting single player games to multiplayer. At the time, they were porting a big project and were “just a few months from releasing it”. This was over a year ago and that project has just recently released. It’s not that they are slow or anything, its just a really hard process that takes a ton of work, with so many variables that it’s next to impossible to predict correctly how long its going to take.[/p][p]Another big concern for us is that we would only want to do it if we knew the result would be great, and to get a great co-op experience, how much would the game need to change? Would it end up just feeling like “a different game”?[/p][p]We will definitely re-consider it once we develop and release this third game, it has already been super useful in consolidating experience in multiplayer development and will put our netcode to the test, which ultimately might allow us to approach this problem differently.[/p][p][/p][h3]Will you continue supporting Soulstone Survivors?[/h3][p]Yes! We already have quite a bit of content planned coming to the game both as free updates as well as a possible DLC as mentioned above. We continue listening to your feedback and re-adjusting our plans from time to time to make sure we move in the right direction. We are now a team of 11 and with everything we learned so far with Soulstone Survivors, we became a well oiled machine, allowing us to still be very efficient when divided into smaller teams.[/p][p][/p][h3]Will there be a playtest/demo for Rogue Soulstone?[/h3][p]Yes, but it will still be a while before we get there. Check out our Rogue Soulstone development plans post to understand in a bit more detail how we are tackling its development, but we will definitely count on your help to make sure the game is as good as it can be.[/p][p][/p][h3]When will you show us the new game?[/h3][p]Very soon! Its still in its early stages of development, but we are having a great time playing it in our internal tests and can’t wait to share what its all about with you, keep an eye out, its probably sooner than you think![/p]

Nominate Soulstone Survivors for Best Soundtrack

[h2]The Steam Awards 2025 nominations are open. We'd love if you would consider voting for us![/h2][p][/p][p]Gama, our audio director, made a deliberate decision to go with something unconventional for the game and we think it turned out amazing! It's definitely one of the most distinct parts of our game and If you enjoy killing hundreds of enemies to some banging tunes, nominate us for Best Soundtrack on the Steam Awards 2025![/p][p][/p][p]As always, thanks for your support![/p][p][/p][p][/p][p][/p]

New Update: The Glacial Watcher

[h3]Greetings, Void Hunters![/h3][p]
Update 1.4, the Glacial Watcher is finally here! This update brings yet a new batch of fixes and changes along with some juicy new content!

[/p][h2]New Legendary Weapons[/h2][p]The Legendary Weapons for the Myrmidon, Demon Hunter, Cursed Captain and Shaman are now available! (PS: the legendary weapons for the Necromancer, Death Knight, Monkey King and Engineer are coming at a later date!)
[/p][h2]New Map - Peak of Laments[/h2][p]A new Titan Hunt map, an ancient graveyard for fallen heroes… now lost to corruption and despair…
[/p][h2]New Titan - Aynixle, the Glacial Watcher[/h2][p]Face this new powerful Titan and unlock new unique power ups that can elevate your builds to the next level!
[/p][h2]General improvements and fixes:[/h2]
  • [p]Changed the damage calculations to make it so many power ups, runes and even skill tree nodes would properly work to increase the damage of dots (Burn, Bleed, Doom, Poison). Here is the full list of affected powers, which previously were ignored in dot calculations:

    [/p]
  • [p]Runes that now affect dots: Executioner, Purity, Searing Intensity and Vulnerable Exploit;

    [/p]
  • [p]Skill tree nodes that increase damage against Elites and Bosses, as well as nodes that increase damage/critical damage against enemies on certain health thresholds;

    [/p]
  • [p]Blood Parasites (Mhyzahet power) and Ironshroom (Fellipox power) now also apply for dots, but they are now an additive damage bonus, and have had their numbers increased to compensate;

    [/p]
  • [p]Searing Ash (Midohrak power), Seasoned Gladiator (Bro'kenth power) and Distant Decay (Fellipox power) now apply to dots as well;

    [/p]
  • [p]Fixed an issue where the skill Resonating Crystal could generate more Finesse than intended;

    [/p]
  • [p]Reduced Demolition Expert (Kobold power) Devastating damage bonus from 300% to 100%;

    [/p]
  • [p]Fixed an issue where summons would not benefit properly from powers such as Searing Ash, from Midorahk titan;

    [/p]
  • [p]Fixed an issue where the Cursed tentacles would not scale with Cast Frequency, Multicast or Ammunition, so they should be considerably stronger now;

    [/p]
  • [p]The Cursed tentacles now have their range increased by their area modifier, so that they can attack enemies further away if their damage area is big enough;

    [/p]
  • [p]Fixed an issue with certain audio events possibly causing hidden errors, which was rare but could affect performance in some cases;

    [/p]
  • [p]Fixed an issue where Trickster Decoy would not properly explode when re-casted, losing a lot of damage in the process;

    [/p]
  • [p]Fixed an issue where Faydum’s power, Crackle Shield, would not count as a source of buffs;

    [/p]
  • [p]Fixed an issue where it would be possible to use Shadow Step to teleport outside of the Skullcrusher’s room;

    [/p]
  • [p]Fixed an issue where certain skill trees would hide a few nodes when used with the controller;

    [/p]
  • [p]Fixed an issue where certain Beam skills would not break minerals;

    [/p]
  • [p]Fixed an issue where power ups that empower Burn/Bleed/Doom/Poison would consider incorrect stats for scaling, when used by summoned units;

    [/p]
  • [p]QT Bombuddy no longer has Impactful trait;

    [/p]
[p]
We hope that this update makes your play experience smoother and brings some love to skills that weren’t used all that often, and we can’t wait to see the new crazy builds you will be able to create with the new powers![/p][p][/p][h3]If you enjoy Soulstone Survivors and like the work we do, we'd appreciate if you would consider nominating us on the the Steam Awards 2025! You can do that here.[/h3][p][/p][p]As always we thank you so much for your support![/p][p]

[/p][p]~ Soulstone Survivors team[/p]

New Bundle: NIMRODS + Soulstone Survivors

[h2]🔥New Bundle Alert: Soulstone Survivors + NIMRODS🔥[/h2]
As we are very close to our next update, we joined forces with Fiveamp to bring you a new epic bundle, Soulstone Survivors + NIMRODS!

[h3]Whether you're new to the genre or a seasoned survivor, you will find that both games have a ton of depth and freedom to play however you want, creating destructive synergies in the process![/h3]

https://store.steampowered.com/bundle/62345/NIMRODS_x_Soulstone_Survivors/
In NIMRODS, you assemble a limitless arsenal in a survive-em-up roguelite shooter. As a Gun Manufacturer's testing force, your mission is simple: test the latest gun tech and scavenge alien planets. Collect insane weapon parts to invent crazy guns that slay thousands. You may not survive, but your guns will!

You can now get it with an extra 10% off along with Soulstone Survivors, for a bundle that can offer you hundreds of hours of fun!

~ Soulstone Survivors team