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Soulash 2 News

Soulash 2 Demo v0.3.1.1

First batch of fixes. Thank you all for your help with reports, feedback, and suggestions!


[h2]Changed[/h2]
- Waterskin now requires any leather instead of specific leather items.

[h2]Fixed[/h2]
- Disabled the frenzy mode of Human Archers in settlements (sorry, fellas, old habits die hard).
- Fixed dwarf infravision to work correctly from the start without requiring a game restart.
- Fixed crashes when attempting to place invalid resources while crafting.
- Claiming region increases Construction experience by 42 instead of 35 to ensure advancing to level 1 on High Fantasy mode.
- Moving with WASD or rotating with QE now removes the selection from the target and deactivates the action wheel.
- When drinking from the river, the player character moves only up to the nearby tile instead of onto the river.
- Fixed an issue that caused stacking health bars on a tile when there were uncollidable entities with health underneath a target.
- Fixed an issue that caused dried herbs on the wall to remove collision of the walls.
- Fixed an issue that caused trading to sometimes reduce the count of purchased items in the stack while holding a stack of the same items in the backpack.
- Fixed message log spam due to cobwebs trying to stop entities that are not in the visible range.
- Fixed percent chance to dig up clay.
- Disabled trading for beings not associated with any settlement to prevent crashes until a proper solution can be implemented.
- Disabled social icons under the Starting Location & Character Selection screens.
- Fixed overlapping tooltips on the Skills Screen.
- Fixed Skull item properties.

Soulash 2 Demo Available!

Greetings fellow gods,

Adventures await in procedurally generated open worlds of Soulash 2, a limited-time demo version is available until the 31st of October.

All of the necessary information is on the Steam page, so I will only say - thank you to all the fans who supported us and followed along after I announced my decision to make a sequel, I hope you'll enjoy this new development direction even more than the first game, and get excited for the things to come. It's the beginning of a new journey.

Please don't hesitate to leave any feedback and suggestions on Steam Community or Discord.

Happy conquering,
Artur

Soulash 2 Demo Announcement

Greetings, fellow gods!

After 1.5 years since the release of Soulash and the destruction of the world, the time is almost upon us to grab our trusty jester's hat, reattach the fake mustache, and begin new adventures in the multi-world of procedural madness!

[previewyoutube][/previewyoutube]

The free demo of Soulash 2 will be released on the 29th of September, around 5 PM CEST (8 AM PDT), and will be available for download until the 31st of October.

The demo will have all the features currently developed with the smaller world size and content limited to the early game.

Here are the details:
  • World size tiny and small only, with medium and big disabled.
  • Progressing the world history past default 100 years is disabled.
  • Skill potential is limited to 20 out of 50.
  • Only easy Points of Interest are enabled.
  • Modding tools are disabled.


Small world example:


Get ready to click Generate New World for hours on end (it's really fun), roll the boulders to train your athletics, discover hidden bushes of berries, hunt rabbits with fireballs, trade with dwarves for tools, steal the wood from elves, build a hut in the woods and try to survive on elven ears diet, and much, much more.

I can't wait to hear your stories! We have a dedicated channel on Discord if you want to share your experience or provide suggestions for the game.

Give the demo a try, and remember to wishlist the game!

Soulash 2 Early Access Adventure Trailer

Greetings fellow gods,

Today, I would like to present to you the first trailer showcasing the early to mid game adventure gameplay of Soulash 2, a sandbox traditional roguelike about exploration, adventure, rise to power, and conquest. Here it is.

[previewyoutube][/previewyoutube]

Since the release of the first Soulash game, I've been blessed with an opportunity to pursue game development full-time with the support of an artist from the very beginning, and I've decided to take this opportunity to redesign Soulash from the ground up and pursue the direction I dreamed of back in 2021, built around all the stretch goals of our failed Kickstarter campaign, and incorporate additional requests from players of the first game like character portraits, better movement, no durability on items, deeper crafting, procedural worlds, trading and more.

Soulash 2 will be a game about a world on the brink of destruction where you may choose which part of its story will involve your characters. It will feature procedurally generated worlds, regions, and simulated history of civilized settlements to enhance replayability.



It will have a completely redesigned character progression based on skills that unlock new active abilities, amplifiers that enhance abilities, passives, and actions to interact with the world, and crafting and building recipes.



It will have a deeper crafting system that involves selecting resources of a specific type to customize the attributes of your items, with an additional incentive to hunt down particular monsters and beings for their rare resources.



It will allow us to build our own huts, castles, towers, or our very own Black Pyramid, anywhere we choose, from scorching deserts to ice-covered wastelands.



And it will feature three distinct game modes:
- High Fantasy - a slow-paced gameplay where our characters can't die from our mistakes, and we can enjoy the fruits of our labor without much loss.
- Dark Fantasy - the default mode for players who like high-stakes combat but also wish to enjoy building something more significant than one character's life and continue influencing the same world.
- Hardcore - a brutal, quick permadeath mode where the world dies with you.



And if you would like to know more, I've been very open about the whole development process in devlogs released every 2 weeks, so everything you might expect from the game will be there, including how things were implemented, what is missing, how some things changed as I was discovering things, my hopes and dreams, my design choices, and the struggles along the way.

Soulash 2 early access will begin around early December and last a full year. During that time, I plan to expand the game with additional conquest systems like army management and the story that will bring us some endgame goals. We'll have a public free demo before the EA, so wishlist the game to not miss out on the announcement, as the demo will be available only for a limited time.

I'll continue to listen to your feedback and requests and try to incorporate as much as we can during the time we have, but we operate on very limited resources, pursuing a strong, ambitious vision I've been passionate about for a long time and just like with Soulash and its release, what I can promise you is honesty during the full development duration. So please make sure you support the game in early access only when you like to participate in the game development process that can be, at times, pretty messy but provides an opportunity to voice what you hope to see from the game and gives me enough time to address it or when the game already meets your standards of expectations. We have the funds from Soulash and Patreon and a realistic vision to create a complete game, and I won't tell you about the next 10 years of development that I do not know if I can fund. What we hope for from the early access is to build a fanbase around the game, create a community, and work with modders to provide even better tools that don't require programming knowledge to unleash your creativity with unique content.

And I hope whenever you join me on this journey, you'll find as much joy in playing this game as I find making it.
Thank you for your ongoing support,
Artur