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Soulstone Survivors News

Update 14 - Hotfix 2 - Bug fixes and improvements

Hey everyone!

With the release of EA Update 14 - Cursed Fleet, we ended up discovering a few issues that range from small annoyances to possibly game breaking issues. We released a hotfix the same day fixing part of the more annoying issues, and today we are releasing another Hotfix update which deals with the following bugs and issues:

  • Fixed a critical issue where if you went into either the Endless or Overlord portals, the game would not keep track of your progress on the map you started your run in, making it confusing to progress into curses and maps;
  • Fixed an issue where if you had an abnormal hotkey setup, the game could break in unexpected ways;
  • Fixed a rare issue with the new XP Crystal system which potentially could cause crashes in certain platforms and devices;
  • Fixed an issue where the animation that plays when you complete a Skill Tree would not play as intended;
  • Fixed an issue where the Cursed Captain's Ghost Ship ascension would scale incorrectly in certain situations when you got the Power Up that increases your critical chance while the ship is active;
  • Fixed an issue where the Physics CPU Limit option would not be possible to navigate to using a controller;
  • Fixed an issue where the weapon achivement description would show a placeholder text;
  • Fixed an error with colliders having negative scale (should be harmless but annoying);


[h3]If you do still run into any issues with this version, please contact us at [email protected] or directly on our Discord![/h3]

We appreciate all the support and the patience, and hopefully this small update will make the experience smoother for all of you!

Hope you have a great day,



~Soulstone Team

Devlog #10 - The Cursed Captain!


Ahoy, Void Hunters!! We bid yer welcome onboard of our latest update the Cursed Fleet. We’re excited to share some pirate concept art and character insights, reworked ascensions, and more!

[h3]As we progress further into development, we also invite you to sign up to our new mailing list and be among the first to find out when its released![/h3]

[h3]Development Process: The Cursed Captain[/h3]
In our Devlog #9, we shared sketches and discussed the principles that guide our character design. This time, we're thrilled to reveal some of the actual work that goes into creating our newest Void Hunter: The Cursed Captain!

[h3]Cursed Captain - Visuals[/h3]
When the team decided on what the new character would be, Alex went ahead and created these awesome concepts below:

Our aptly named 3D Artist, Colombo then transformed the concept into the playable character we get to enjoy, but this also came with its challenges. To create the menu animation, which shows the character using a rope to drop down to the scene, Colombo used a script/plugin called SpringMagic which simplifies doing this kind of real life physics simulation.

Unfortunately this simulation doesn’t create keyframes, making it impossible to export the file and use it in the game engine. So, to circumvent this, there is a lot of manual testing, tweaking and thinkery involved to make it work.

For the Captain, it was even more challenging because he is holding the rope, so Colombo couldn’t let the simulation make the rope move, rotate, or twist freely; otherwise, the character’s hands and feet would follow and distort the entire character:
[previewyoutube][/previewyoutube]
So, even after simulating the rope, there were a lot of adjustments to be made by hand which ultimately resulted in the cool animation we see today:
[previewyoutube][/previewyoutube]
[h3]Cursed Captain - Ascension[/h3]
When we design these characters, we also try to keep our player base’s desires in mind while trying to create something that both feels good, is fun to play and has its own quirks for you to test out and explore, but of course, this always comes without its own challenges.

While we were thinking of the captain’s ascension, we wanted to make something that felt epic and impactful so the Ghost Ship sailing across the map blasting monsters was the first idea we had, but due to limitations such as the top-down view, visual pollution and constant player movement, we had to go through different iterations before getting to the version we have in the game now.

Our first idea as you can also see in our Devlog #9, was to make the ship circle the player from just out of the screen and shoot in a straight line, but it didn’t feel quite… right. We took a lot of time discussing how much screen time the boat was getting and how we did not want the boat to look like it was directly “linked” or “connected” to the player, as you can see in the video below:
[previewyoutube][/previewyoutube]
The main challenge here was trying to make the movement of the boat “feel” natural, while having it visible “sometimes” but not ALL the time (as it gets in the way).

We had to come up with a movement logic where the boat was always nearby, but if you saw it, it looked like it was sailing naturally, which means no hard turns, no weird stops… but if it sailed naturally all the time, it would be very hard to see the boat, as it would make very large turns and sail away most of the time. The solution was to make the ship kind of loop around, trying to get close to the player all the time, so it is always turning to try to get to a certain distance from you, but when it is off screen, it speeds up based on how far away it is from you, so you don't see the boat turning around at 500mph to come back to you if you happen to intercept it somewhere in the map. Since the ship would be far away, we had to change its attack to be in an arc, so that it could have global range and still make an impact. Check out the difference in the video below:
[previewyoutube][/previewyoutube]
While thinking of what uniqueness the pirate could bring to the game alongside its ascension, of course rum immediately came to our minds (figuratively, maybe a little literally too) and thus was born the Pirate Rum rune! Alongside a new type of Versatility runes, which we are internally calling “the meme type”. If you ever wanted to know what it was like to play the game drunk and probably throw up here ya go:
[previewyoutube][/previewyoutube]
“What will we do with the drunken sailor early in the morniiing? Way hay and up she rises!”

[h3]Cursed Captain - Character identity[/h3]
When designing a new character, once we have the theme and the ascension ready, its time to think of the skills and how they will give the character a unique playstyle but also play well with existing skills, which is easier said than done when we already have hundreds of skills in the game.

For the Captain, in addition to a few new skill behaviors such as Plunder Shot that gives you Ammunition when the projectile hits enemies and Cursed Shot that is a projectile that hits the same target multiple times, we also wanted to bring something that tied together the theme of the character and its mechanics.

We already have a few instances of exclusive traits such as the Assassin that has Backstab, so we started thinking of what would be fitting for this character but also interesting for other characters, and that is how Cursed came to be. It works essentially like Electrified or Radiance, in this case you get X stacks of this buff to summon a ghostly tentacle, which strongly reinforces the theme of the character and brings the presence of the ghost tentacles to every weapon, becoming almost synonymous with the Captain.

Check out the video below for some cursed gameplay:
[previewyoutube][/previewyoutube]
Gunpowder is also a new trait being introduced to the game, where a skill is no longer launched automatically, but instead, it consumes your Ammunition buff and is launched 5 times. We really like the concept of Ammunition, but if you made an ammunition stacking build before, you probably have had situations where you just stacked too much and couldn't spend all your ammunition. It is also sad when an uninspiring skill ends up consuming ammunition instead of your heavy hitter, and Gunpowder allowed us to create a sort of "Ammunition finisher" skill, that is super powerful and synergizes really well with a lot of what is already in the game, such as Ammo Box, and also opens up opportunities for other similar effects in the future, skills that depend on something to be used instead of just being automatically casted.

Check out this video below of gunpowder gameplay:
[previewyoutube][/previewyoutube]

We hope that the cursed captain brings interesting and fun new gameplay for all to enjoy! We hope you all have fun with it. And as always, we’d love to hear your thoughts! Let us know in the comments!

We hope you are having a lovely day or night,



~ The Soulstone Team

Major Update: Cursed Fleet

Hello Survivors! :cozyroe:


[h3]The Cursed Fleet is finally here as our 14th major update! Explore new builds with the Cursed Captain, runes, artifact powers, skills, and a lot more![/h3]




[h2]2 Years Anniversary Celebration[/h2]
Soulstone Survivors is completing 2 years of Early Access today!! We still cannot believe how far the game has come, with 14 MAJOR updates and more content than we can mention here! To celebrate we are giving a 30% discount on the game and creating a new bundle with the awesome Atomic Picnic, a third person Action Roguelite with crazy smooth visuals and gameplay that just released TODAY, check out the bundle to get it at an extra 10% off!!

https://store.steampowered.com/bundle/43804

You will also find some cool anniversary decorations in the game's menu from November 7th to December 9th!


[h2]New Character - The Cursed Captain[/h2]
The cursed fleet is here, and with it the new Void Hunter, the Cursed Captain! With a pistol in one hand and a cutlass in another, the Captain has a unique combination of melee and ranged attacks, combined with the powers harnessed from his eternal curse.

Now you can craft new weapons, unlock unique skills, runes and command your own Ghost Ship into battle!



[h2]New Buff - Cursed[/h2]
Along with the Cursed Captain we are introducing a new buff to the game! Accumulate stacks of Cursed to summon a powerful ghostly tentacle to fight for you for a limited time!


[h2]New Skill Trait - Gunpowder[/h2]
We are also introducing a new Skill Trait to the game called Gunpowder! Currently exclusive to the new Gunpowder Burst skill, these skills are not used on a cooldown, instead they stop all your other skills from consuming Ammunition, being used every time you accumulate 20 Ammunition for a crazy burst of damage!


[h2]New Artifact Powers[/h2]
You can now unlock the Artifact Powers for the Cursed Captain, Pyromancer and Arcane Weaver by upgrading their weapons to the Artifact rarity!



[h2]New Blacksmith UI[/h2]
Over time the Blacksmith UI became more and more cluttered with recipes, skill details, artifact power and so on, and it was time to tidy up the workshop! The new revised UI aims to clean up the visuals considerably, making this screen a lot less overwhelming than before while still allowing you to see all the information you need.



[h2]Further Performance improvements[/h2]
We continue on our journey to improve the game’s performance across the board. With this update we are bringing a few big updates once again, improving the collision detection of some skills, changing how we update scripts for faster runtime, but the biggest change is related to the XP Crystals! We had shown this video in a previous Devlog (which we recommend you check out), but take a look at the difference!
Before:
[previewyoutube][/previewyoutube]
After:
[previewyoutube][/previewyoutube]


[h2]General changes and fixes:[/h2]
  • Added new Corrupted Demon Hunter and Corrupted Cursed Captain enemies;
  • Added more stats of the Unholy Cathedral to the Profile tab, highlighting your best matches and graphs;
  • Fixed a critical issue where if you had an error with part of your save files, you could have a weapon that was upgraded, but was still showing as locked, putting the game in a bugged scenario;
  • Fixed an issue where the Divine Legacy rune would not guarantee high rarity power ups if you banished all legendary power ups. It should try to always offer the highest rarity possible;
  • Fixed an issue where skills would not count as “sources of buffs or debuffs” after being used once, causing the game to not show you the power ups it should;
  • Fixed an issue where summon skills would count as multiple sources of the same buff/debuff, causing inconsistent behaviours especially once removed;
  • Fixed an issue where Pillars were not classed as Elite, and therefore not prioritized by Cunning summons;
  • Fixed an issue where Egg Shooter would not scale with cast frequency and multicast properly, which will make it much more powerful now;
  • Fixed an issue where Fan of Bombs and other similar skills like Carnage would not work properly with VERY high cast frequency and multicast chance, being much more powerful now;
  • Fixed an issue where the Death Knight would get Swift power ups, despite being unable to dash;
  • Fixed an issue where the visibility slider would impact the amount of summoned entities by skills such as Spider Cocoon (spawning less than intended);
  • Fixed an issue where Rolling Boulder had 20 seconds cooldown, instead of the intended 6, making it a lot worse than intended;
  • Fixed an issue where with the Ready for Battle rune, more skills would be offered in the Unholy Cathedral than intended, causing errors;
  • Fixed an issue where Reroll did not use the “input cooldown” in the level up screen, leading to accidental rerolls;
  • Fixed multiple gamepad related issues in the skill tree which could lead to inconsistent navigation;
  • Fixed an issue where the Ascended skin would disappear from your skill tree if you reset a character’s skill tree;
  • Fixed an issue where if you restarted a match after completing its objective, but before entering a portal, could cause issues;
  • Fixed an issue where certain skills would stop hitting small enemies due to how they were scaling with Area;
  • Fixed an issue where Keythaiz Lightning Bomb attack would deal damage in an area larger than the visual would indicate;
  • Fixed an issue where the Profile matches tab wouldn’t work as intended if there were matches with corrupted saved data;
  • Fixed an issue with lighting in the Low and Very Low presets, which were causing strange artifacts;
  • Fixed an issue where Void would not cause Doom damage, only direct damage instead;
  • Fixed an issue where the game could be showing the incorrect skill tooltip in the “skill replacement” window during level up;
  • Fixed an issue where the number of Lords of the Void eliminated in the Unholy Cathedral was not showing correctly;
  • Fixed an issue where the Elementalist Fire Foxes are now properly removed across Unholy Cathedral cycles;
  • Fixed an issue where the Unholy Cathedral tooltip would show “Rare” materials instead of Common and Uncommon materials (visual error only);
  • Fixed an issue where Elemental Flow rune was twice as effective as it should be (100% faster tick rate on negative effects instead of 50%). Implementation has been fixed, but effect has been increased to compensate for the fix;
  • Removed the Area skill type from Scent of Blood since it is not applied in an area;


[h2]EDIT: Hotfix Update 14f2:[/h2]
  • Added option to enable or disable the Physics CPU Limit option. It is enabled by default as it usually makes the game run smoother, but can be experimented with on a case by case scenario. We recommend leaving this option ENABLED;
  • Fixed a few gamepad navigation issues on the Skill Tree;
  • Fixed sensitivity of the scroll wheel in the new Blacksmith Materials tab;
  • Minor fix to the layout of the Runes tab;
  • Fixed issue where Lord of the Void materials would not display tooltips consistently;


We hope you will enjoy this update while we continue working hard for the next one! There is still a TON of stuff coming, so keep an eye out! We will make an announcement here on Steam with an updated roadmap so you have a better idea of what to expect!

[h3]Community Event: Meme-off[/h3]

Did you know we are currently holding a meme-off community event? Check out our Discord community and share your joys and frustrations as memes to win gift cards and game keys! If you want to learn more head over to our Discord!

[h3]Finally, if you would like to receive updates like this one via email, we would also like to invite you to our new mailing list! We are still to send our first email, but that will be a great way to get news about the game and overall studio if you are interested in what we might have store in the future![/h3]

As always we wanted to thank you all very much for your support!

Have a great day!



~Soulstone Team

Meme-Off Event!

Hello Void Hunters!

We thought it was about time we laid off the monster-fighting for a little bit and gathered around a campfire for a lighthearted

[h3]🎉Soulstone Survivors Meme-Off!🎉[/h3]
Ready to unleash your inner thoughts through your stand-up comedian persona? Ok, maybe not all of your thoughts… Then join us on our discord server to know more by clicking the link for a community meme event dedicated to all things Soulstone Survivors with a chance to get steam gift cards or a game key as prizes!


[h2]The Prizes:[/h2]
🥇 1st place - 20$ STEAM GIFT CARD

🥈 2nd place - 15$ STEAM GIFT CARD

🥉 3rd place - 10$ STEAM GIFT CARD

🎟️ 4th place - Soulstone Survivors Game Key, chosen randomly between all participants

🎟️ 5th place - Soulstone Survivors Game Key, chosen randomly between all participants

[h3]📅Event Date: Friday, 1 November 2024 - Friday, 15 November 2024
🔥Winners Revealed: Monday, 18 November 2024[/h3]

Devlog #9 - Sneak Peeks and Character Design!


Welcome to another Soulstone Survivors devlog! Today we got some interesting stuff to share. A sneak peak of a new character, a new debuff, new soundtrack and more!

[h3]As we progress further into development, we also invite you to sign up to our new mailing list and be among the first to find out when its released![/h3]

[h2]Sneak Peeks [/h2]
Colombo and Alex have been working on some new, interesting stuff. Lets just say that this one is a boney one… can you guess which character this will be? Let us know in the comments!
[previewyoutube][/previewyoutube]
We also thought it would be really cool to share another little secret. After working on this new feature, Lucas has reported he has been having some weird dreams… finding a lot of black cats on the street… we still have no idea why…


[h2]Options Reorganized[/h2]
Over time we have added a ton of options for you to play with in the Options menu and it was getting pretty cluttered, so for the next update Juan has worked on reorganizing and fixing a few minor issues with this panel, check it out:
[previewyoutube][/previewyoutube]
[h2]New Death Soundtrack[/h2]
We are also fans of Gama’s work here at the Game Smithing office and he has been cooking up a new soundtrack for the sad moment in the game where you get unalived, and he wanted to share a small sample of what he got in the works:
[previewyoutube][/previewyoutube]
[h2]Behind The Scenes of Void Hunters Design[/h2]
Since you all seemed to enjoy our beautiful sketch of the Unholy Cathedral boss and fight, we though of sharing even more sketches! This time around, we wanted to talk about how we approach character design! At this stage in the game, when designing a new character we generally start by first looking at what skill types and fantasies are under represented in the existing characters, to help us guide the theme and what sort of mechanics will be expected.

“What if the thing went around and as you move it keeps its distance…?”

Once those are defined, we make a high level decision about the theme and name of the class this Void Hunter will represent and what weapons it will use, but still subject to change. Once we are happy, the first thing we decide is the character’s ascension, which helps us nail down exactly what the general theme of the character will be both for gameplay mechanics and visuals. For the Demon Hunter, for example, we wanted a Void Hunter that uses ranged weapons but also dips into chaotic magic, so the class felt like an obvious answer. Our theme for the Demon Hunter is a Void Hunter that through his mastery of hunting the most corrupted demons of the void, learned to harness this same power and even control said demons to do his bidding, but still resists the temptation to become corrupted himself.

“… then maybe the thing makes these cross yellow lines (that I dont want to spoil what they represent) go that direction? / ah yeah, that would be awesome!”

After that is out of the way, we start talking about the skills themselves. At this point we already know what skill types each weapon will have, and these will have a big impact not only on the visual theme of the skill but also in what the skill does, mechanically speaking.

Designing skills is actually quite challenging, since we have to be mindful of our game’s limitations, such as the top down point of view, auto casted skills, crazy scaling over a match, performance implications and how often each skill gets used, etc. At this point we try to come up with unique mechanics that feel refreshing to play with, but that also can fill gaps in our huge roster of skills, thinking not only of how the skills will work but how they compliment the existing content in the game. This is usually a very long process, and in the end we hope it turns out to be a fun new character!

This was all we had for today! Hope you enjoyed what we had to show. Keep an eye out for news, I have a feeling you won’t regret it. Let us know what you would like us to talk about next!

We hope you all have a lovely day or night,



~Soulstone Team