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Soulmask Early Access Regular Update 09

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from July 2, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

The update details are as follows:

  • Fixed the issue where players returning to the main menu or exiting the game from a random dungeon in single-player or room servers could cause the main character's position to be abnormal on re-entry.
  • Optimized the way monkeys manage stored items.
  • If resources transferred feature of the self-crafting basic portals remains disabled, the following monkeys cannot be teleported; the monkeys stop following when the owner dies.
  • Fixed the issue with the Enhance Tools being unable to be repaired (while old items are still irreparable, new items no longer have this problem).
  • Fixed the issue with abnormal dissecting yields from the arctic wolves in ruins.
  • Corrected the damage of Anaconda to constructions.
  • Fixed the conflict that arises when multiple anti-radiation towers effect overlap.
  • Adjusted the durability deduction method for repairing weapons, gears, and tools (the same fixed value is deducted for the same type, regardless of quality or maximum durability).
  • The effect of "Death Bringer" title is now activated when the target has less than 30% HP or is in near-death status.
  • Added a GM command in private servers to grant specified players extra Awareness EXP. (Aim at the specified player and enter the command: gm AddExpToTarget [value])
  • Optimized the AI functionality of deployed tribesmen; they can detect enemies and enter combat more swiftly in Active mode.
  • Fixed an issue in friend connection mode where the ripple effects from swimming disappeared when riding a panther.
  • Fixed the issue with shield blades producing blood splash effects when missing their target during basic attacks.
  • Players who are 'uplifted' by a great sword cannot be launched into the air again within 15 seconds.
  • During the execution of 'uplift' by great sword, the user is immune to being launched into the air by others.
  • Fixed an issue where the cavern background music would continue to play after leaving the cavern.
  • After the activation of new large Holy Ruins and Pyramid portals, their icons will be clearly marked on players' maps.

Soulmask FAST Q&A 06

[h3]Hello, chieftains![/h3]

Welcome to this week’s Q&A session! Over the past few weeks, we’ve been rolling out updates for Soulmask at a steady pace of about two per week. If you’ve missed our recent changes, check them out here:
10
https://steamcommunity.com/games/2646460/announcements/detail/4247539099317641115
https://steamcommunity.com/games/2646460/announcements/detail/4184488070319282322

We’ve been getting a lot of questions from players, and we’re excited to answer them! Zima and I are here and ready to go!

[h3]More masks on the horizon?[/h3]

Absolutely! As the title of our game suggests, masks are the essence of Soulmask. Creating new masks is at the forefront of our priorities for introducing fresh content.

At the same time, given its significance, we’re taking our time to ensure every mask is unique,
enjoyable, and offers something fresh. This process may take some time, but trust us – it will be well worth the wait!

[h3]Their throwing tanks are so annoying when dealing with multiple enemies at once![/h3]
We hear you. Some enemies are using items too frequently. We’re going to limit how often they can use and set a maximum limit soon.

[h3]What happens to the tribesmen of long-inactive players? Any protection or inheritance mechanism?[/h3]

We are aware of this issue. The tribesmen of offline players can pose challenges for their respective tribes. We're cooking up a few potential solutions: gradually releasing control of inactive players' barbarians to active players; allowing other players to claim them.

We’re still evaluating these options carefully, as the ownership of tribesmen is a sensitive matter. But rest assured, we’re working on a solution.

[h3]Any plans for more furniture and decorations like carpets or cabinets?[/h3]

Yes, indeed! Our construction designer Jay is excited to keep adding new decorations to our homes.

Get ready for the exciting update featuring fresh decor items like carpets, houseplants, and more—coming your way soon!

[h3]People are abusing PvE servers by luring wild monsters to destroy our bases. Help![/h3]

We're on it! This is a problem that many PvE server players find frustrating, and we deeply understand that we need to address it.

In our upcoming update, we're introducing a new mechanic: On PvE servers, all construction within your bonfire's radius will be invulnerable to non-invasion wild creatures. This should help protect your home.

[h3]Can we have more followers?[/h3]

After some deep contemplation from Royce and Zima, we're happy to say... yes!


We're tackling this in two phases:

  • In the future update, we'll let players and dedicated server admins tweak the "max followers" setting, so you can bring along more tribesmen.
  • Further down the road, Royce is exploring ways to make your followers smarter in combat, acting like a disciplined army that executes your commands during battles. This is still in the planning stages, but it could really change how you fight with your tribesmen.


[h3]We need a better way to move our entire tribe![/h3]

Starting this week, you can use the portals you’ve crafted to move your tribesmen! No more risky long treks with your tribe!

[h3]The enemies' ability to dodge ranged attacks seems overly effective.[/h3]

We’ve noticed that some humanoid-enemies are too good at dodging arrows and thrown items. We’ll tweak their AI to balance their defense and dodging when confronted with ranged attacks.

[h3]Can we please get an option to adjust load limits in single-player mode?[/h3]

Your wish is our command! Expanding single-player customization is a big focus for us. With this week's update, you can now adjust the load coefficient in the "Advanced Settings" menu.

By the way, our first major update is coming up as we approach one month since launch! Keep your eyes peeled for teasers and sneak peeks in our upcoming developer's updates. Thanks for playing and keep the feedback coming!

Community Manager Peter
Lead Producer ZIMA


Join discord: https://discord.com/invite/4G2K7FDbtp

https://store.steampowered.com/news/app/2646460/view/4184488070304486208
https://store.steampowered.com/news/app/2646460/view/4150709171077410039
https://store.steampowered.com/news/app/2646460/view/4152961604365703736
https://store.steampowered.com/news/app/2646460/view/4152961604369532190
https://store.steampowered.com/news/app/2646460/view/6189715263306614009

Soulmask Early Access Regular Update 08

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 27, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

The update details are as follows:

[h3][Gameplay Adjustments][/h3]

Custom-built portals now allow teleporting tribesmen.
Holy ruins and pyramids now have new cross-regional portals.
In single-player, LAN, and private server modes, the max number of bonfires and portals can now be adjusted. In the official server mode, the maximum number of constructible portals has been increased to 10.
In the same modes, a morale cost switch has been added; when disabled, there won't be any morale cost for tribesmen during daily activities.
Also in the same modes, a construction height limit switch is added to disable height restrictions.(Please note that activating the height limit switch may result in the collapse of portions of previously over-height constructions.)
Players can now adjust the Load coefficient in the mentioned modes.
Character backpack capacity can now be customized.
Added new guard statues and golden statues of the five major bosses
New modified gear now comes with a higher max durability by default.
Raised the Comfort level cap to Level 10.
Plunderer elites and bosses now spawn with battering rams of corresponding levels.
Cooking stoves and worktops now support all Bonfire recipes.
Small scorpions now spawn in the Volcano area.
The Nature Enlightenment Mask can now summon mammoths.

[h3][Game Optimizations][/h3]

Adjusted the durability recovery speed for certain constructions during building and repairing.
Bolt damage has been increased, and the firing rate has been enhanced.
Wooden man now supports a quick switch feature for outfits.
Added level-loading safeguards for single-player and LAN hosts to avoid NPCs getting trapped under landscapes.
Updated models for dungeon mechanisms and keys.
Optimized icons for various throwable items to make them easier to distinguish.
Shortened the Hitstun duration for grease tanks, allowing players to roll out of the affected area as Hitstun nears its end.
Tribesmen can now be restricted from using chairs, bathtubs, and beds.
Removed the option that forbids others from using chairs.
Visual enhancements have been made to the building and destruction of certain constructions like anti-climb thorns, groundspikes, and roadblocks, etc.
The Tribe Alarm sound effect has been refined; upon alarm activation, corresponding atmospheric music plays throughout the tribe's territory.
Added sound effects for taking damage from thorns and cacti.
Optimized sound effects for skills of Central Core bosses.
Transport of small animals in Llama Wicker Baskets now comes with an alert if items are dropped from the small animal's backpack.
Increased the EXP reward for defeating mechanical creatures within dungeons.

[h3][Bug Fixes][/h3]

Fixed an issue where remapping the V key for the Mimicry skill to a different key would still allow the V key to function.
Fixed a display error with the Elite Armadillo Lizard's portrait.
Fixed an issue where constructions could not be moved once their quantity reached the maximum.
Fixed an issue where tribesmen could be lifted out of the bathtub while bathing.
Adjusted the Barrier Beacon to correct its abnormally high durability.
Fixed an issue where certain construction upgrades could exceed the maximum quantity limit.
Fixed a glitch where the Valve Trap would launch players into the air.
Fixed an issue where bats were not affected by King's Breath.
Fixed an issue with the Poisoned status having a chance to persist after its effect should have worn off.
Fixed a collision issue with ice cubes on the lake surface in the Snow Mountain area after they are collected.
Fixed an issue in stat points allocation and resetting for tribesmen after the stat multiplier is adjusted.
Fixed an animation glitch occurring when using the great sword's "Uplift" technique to lift and cause severe injuries to opponents.
Fixed an issue that allowed other tribe members to directly open the decor table and the ice cellar in PVP mode.
Attempted to fix the potential persistence of Extreme Cold areas created by the mammoth boss.
Corrected the description for Llama Feed.
Adjusted the materials required for repairing iron costumes.
Disabled the use of the portal function when using the "Uplift" technique of great swords.
Optimized the issue of delayed item display when opening the storage boxes.

[h3]The list of servers with the cross-server feature enabled is as follows:[/h3]

AS[Group07_1]PvPtest_20P Tribe_UTC09~17
AS[Group07_2PvPtest_20P Tribe_UTC09~17
AS[Group07_3]PvPtest_20P Tribe_UTC09~17
AS[Group07_4]PvPtest_20P Tribe_UTC09~17
AS[Group07_5]PvPtest_20P Tribe_UTC09~17
AS[Group07_6]PvPtest_20P Tribe_UTC09~17
AS[Group07_7]PvPtest_20P Tribe_UTC09~17
AS[Group07_8]PvPtest_20P Tribe_UTC09~17
AS[Group08_1]PvPtest_06P Tribe_UTC12~16
AS[Group08_2]PvPtest_06P Tribe_UTC12~16
AS[Group08_3]PvPtest_06P Tribe_UTC12~16
AS[Group08_4]PvPtest_06P Tribe_UTC12~16
AS[Group08_5]PvPtest_06P Tribe_UTC12~16
AS[Group08_6]PvPtest_06P Tribe_UTC12~16
AS[Group08_7]PvPtest_06P Tribe_UTC12~16
AS[Group08_8]PvPtest_06P Tribe_UTC12~16
NA[Group09_1]PvPtest_06P Tribe_UTC01~05
NA[Group09_2]PvPtest_06P Tribe_UTC01~05
NA[Group09_3]PvPtest_06P Tribe_UTC01~05
NA[Group09_4]PvPtest_06P Tribe_UTC01~05
NA[Group09_5]PvPtest_06P Tribe_UTC01~05
NA[Group09_6]PvPtest_06P Tribe_UTC01~05
NA[Group09_7]PvPtest_06P Tribe_UTC01~05
NA[Group09_8]PvPtest_06P Tribe_UTC01~05

Soulmask Chieftains' Stories Episode 1: Wak4863

[h3]Hi Chieftains![/h3]

Since the release date of Soulmask, we have met many Chieftains with enthusiasm and charm, their support and love for Soulmask have added a vibrant touch to our community. Their enthusiasm has inspired us to share their stories of encountering Soulmask with everyone.

In the first episode, we have chosen Wak4863, a YouTuber who specializes in the Survival game guides. Meanwhile, his unparalleled love and passion for Soulmask have led the development team to undoubtedly recognize him as Soulmask's most enthusiastic star players..
Hi Wak! you know, we have been looking forward to doing one of these interviews for you! So as per usual, could you perhaps introduce yourself?

I'm Wak4863, I'm a pretty humble guy, I describe myself as "just a guy who plays video games and shares my experience on YouTube and Twitch." It's the community that makes me important, not that other way around. I love helping people find hidden things in games and exploring interesting mechanics and then sharing them in video form on my YouTube channel.



I also stream to Twitch and YouTube, my stream are much more relaxed then my guides are but I still try to answer everyone's question when they ask during my streams.



My favorite games find a balance between reality and fantasy. Real enough that is it believable, but with enough fantasy that I don't feel like I could just do it in real life. I think games that find this balance are the best games and if they also don't teach you a lot it's an added bonus for me because I love to explore and find things myself.

Soulmask definitely finds that balance for me, and I have been enthralled with the game play, the mechanics and the fact that I have a huge world to explore and share with my community.


We remember the theme song video you made for us before the release, ALL OF US watched it, it was awesome! What kind of idea was it that made you want to go ahead and make the song?

[previewyoutube][/previewyoutube]
The song is a passion project, I like keeping my finger on the pulse of what is going on with AI generation tools. I LOVE Soulmask it’s my number 1 game for the coming future. So when I found the AI tool to generate song I decided to make a song about Soulmask. Taking inspiration from the story about the mask and your journey through the game I wrote lyrics and then uploaded them to the AI software and the Soulmask Anthem was born. I like to make guides but I also just like to make entertaining videos from time to time and it was just felt like a perfect match.

Yeah, I've seen that you're really into using AI to do some cool stuff! but as a whole, you're very focused on the guides type of videos, what was the trigger that made you decide that you wanted to go into the guide type of content at the time?
And also, what do you think are the challenges of making guides for survival games?


I think the lack of knowledge about games was what started me on this path. I was searching for information and couldn't find it, so I had to find it myself and with putting all that all that time into figuring it out I thought it would be perfect if I shared that information with others around the world.



Challenges for making guides for most Survival games is time. Understanding systems and testing can be very difficult, especially when you are working with a lot of variable. Finding a way to remove as many variables as possible is one of the major hurdles. Having an admin panel in the game really helps with this.


It seems that, for you, the comments from people in the community are the biggest motivation to make guide videos, how do you think about the gaming community?

Without the community there is no reason for my channel to even exists. This is why I am just a guy playing games and making guides for YouTube. As a guide channel I rely on the community needing to know what I have to show them. So yeah the questions from community are very important to me and my process. I like to say, I don't know what other people know or don't know, so having a window into what they need to know is really beneficial to my process.

Back to Soulmask, I'm curious as to what was the starting point of your meeting with Soulmask? What were your impressions of this game when you first played it?

In November of 2023, I was contacted via email ,In the email there was a trailer for the game. Watching the trailer I saw some really intriguing things that I thought were too good to be true. I responded to the email and was sent a key to check it out. I think I had access to it for 3 days, I didn't fall in love with it the first time I played it. Probably because I didn't make it that far into the game that first time. But I did think it had good mechanics for what I did see, and I wanted to see more.



I have been part of I think 7 tests prior to the Early Access release of Soulmask. I think in the 2nd or 3rd test I really fell in love with the game, I realized that even in an Alpha stage the game was miles ahead of a lot of other survival games that were on the market already. Sure the game needed polish but the core mechanics were there and I felt the progression was properly set up to be challenging and rewarding.



I will say, Being able to have a tribesman for each job is really awesome in my opinion. I have one for fighting humans and creatures and another that I use when I want to do mechanical dungeons. I love chasing huge damage numbers and I love having unique tribesman for the job. Tribesman in Soulmask are a living breathing weapon or tool with stats and personalities of their own.


*Wak's Tribesmen.

I have also found that I am more careful when playing as a tribesman because no matter what there is more risk to playing as one. the risk has caused me to be a better player. more calculated in my approach to fights and challenges. Meticulous about timing blocks or dodges and dissecting each fight move by move.


You've just mentioned that the game has characteristics that are far ahead of many other survival games on the market. Which ones do you feel are those?


The automation system is one of the mechanics that was and I think still is miles ahead of other games with automation and other survival games without it, and I know even without being told that there is more coming. The balance is something that I have not seen done so precisely in other survival games, usually I am able to find a way to cheat or cheese something in the game because the devs didn't think the way a player does and when we get ahold of the game we are able to exploit things the devs missed.



That was not the case with Soulmask. I think the idea of having the tribesman being a class and the mask also being a class is really unique and far better then just picking a bunch of stats to dump into your character and that is really just scratching the surface, there is also the red crystals and the mask upgrades that can make your character more powerful. All these things combined show me that the devs had a full vision of the game from start to finish when they started letting us check it out.




I'm curious, what's the craziest challenge you've done with your friends in a survival game? How did you guys overcome that?

Early on when I start playing the game a friend of mine and I ended up dying to a Panther, we didn't have anything special but we didn't want to leave our gear there. We would spawn in and run to our death from the panther over and over again. We were determined to get our loot back. We figured out finally that one person could bait the Panther away while the other one got their loot. We probably died 20 times trying to get beast hide armor and stone tools back. But being resilient is part of what Survival gamers are all about.

I did a solo challenge a week ago when I was livestreaming. The challenge was to fight the Sabertooth with no armor and just stone dual blades, I was not allowed to heal in the fight. I don't remember how many times I died trying to do it but it was a lot. I did finally kill the Sabertooth without armor and with only stone blades. It was a fun challenge to be victorious in.



I also had a challenge to make it through a whole Barracks without alerting more then one person at a time. I did this with a fellow streamer. Figuring out a path to get through the camp silently and unseen was really fun. We were not allow to use the mask that makes you invisible. But after failing at the first camp we tried a second camp and we were able to accomplish our goal.



I've done other fun challenges in other games but these challenges stick out in my mind right now.


EPIC! What would you recommend for our game at this stage? This is really, really important to us.

I think the most important thing right now for Soulmask is making sure that the story about the character is very clear so that people understand what the gameplay is going to be like. I know there is some conversation about this topic happening now, but having the description of the gameplay is extremely important.



Beyond that polish and balance is extremely important now that the game is in public hands, for example the mammoth boss likes to leave it's arena and reset. This can be frustrating for people, fixing things like this are very important for the player base.

Finally additional content and mod support. Mods can be scary to approach because you never know what people will create but hand in hand the mods can keep a game alive long past it's prime. I think the sooner you support modders in their creations the larger the modding community will be and the stronger that relationship with the community and the dev team will be.


One last question: anything to say to new players of Soulmask?

New players should walk into the game with the understanding that they need tribesman to be truly successful. While you can complete the content with your main character I consider that playing the game on Hard mode, which can be a challenge, but if you are struggling you should try a tribesman to even the playing field.


*The home Wak built with his friends.

They should also know that the game has deep roots in reality. For example you can have your tribesman retrieve resources from a box and use them to craft an item on a bench, which in it's own way is crafting from inventory, but it is different from what people think about when they hear that term, craft from inventory. Another example of being rooting in reality would be how fall damage is increased based on how much you are carrying. If you think about the systems in Soulmask and apply real life to them you will be more successful. The fact that these systems are based on reality give the game a very unique outlook on survival systems.

A final note from someone with over 700 hours of playtime in Soulmask, if you give the game a chance, be prepared to drop every other game you have been playing. Soulmask has a way of grabbing your attention and I find myself not wanting to play any other games.


[previewyoutube][/previewyoutube]
[h3]Final words: [/h3]

Wak, as the first star player of Soulmask, means a lot for us. Here are some words from our community staff and developers:

After game EA, everything happened so fast and felt unreal, sometimes I couldn't help but reminisce about the moments when I chatted with Wak day and night about game suggestions and video contents while Soulmask was still unknown. Thank you for your contant support, this has been a marvelous journey. I am excited to witness the next chapter of Soulmask with you in the future. ——Vox

I really hope that I could have a chance to drink with you, Wak! I especially appreciate your efforts in introducing and sharing our game with the public through your own influence when we were still unnoticed. This friendship is priceless. Thank you for all you have done for Soulmask! —— Matthew

In the future, we will introduce more special Soulmask Chieftains like Wak, including our community volunteers, and the special achievement collectors... But we believe that regardless of the titles they have, they all possess a commonality: the boundless love for Soulmask, just like all of you!

Maggie

Subscribe wak4863 Disord: Wak Nation

Soulmask Early Access Hotfix 07

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 25, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

The update details are as follows:

[h3][Game Optimizations][/h3]

Optimized the visual and sound effects of the Claw Tribe Leader·Bloodletter's Ignite Weapon ability.
Optimized the sound effects for certain Dual-blade Mastery.
Enhanced the ambient sounds in the Rainforest and Desert areas.
Added Superarmor and extended Invincibility frames to the Blade Golden Mastery "Low Strike", making it easier to hit smaller targets.
Tribesmen within a 100-meter radius of a Bonfire will not be attacked by the Tribute Capturer NPC.
Improved the lighting effects of Wall Torches and Wall Oil Lamps.
Map now displays icons for free-range animals that are not mounts.
Optimized simultaneous operations of multiple granaries, with tribesmen now coordinating to tend to their respective farmlands.
You can now roast mushrooms and potatoes using recipes directly on your cooking stove.
Optimized the attack pattern of the Armadillo Lizard.

[h3][Gameplay Adjustments][/h3]

Removed the sound coefficient correction from defense mods and deleted Chill-proof and Heat-proof adjustments in damage reduction mods.
Silica Sand can now be produced in a mill.
Fish Soup is now automatically consumable by tribesmen.
Turtle Shell can be used as a substitute for Shell to repair Bronze and Iron costumes.
Optimized combat AI for low-level (below level 40) humanoid enemies, who will now prefer to Block rather than Dodge when attacked from a distance.
Reduced the skill cooldown time for the Great Sword Mastery "Uplift."
Respawn function is disabled while riding.

[h3][Bug Fixes]
[/h3]
Fixed the issue where the "Extreme Cold Aura" effect would remain after the character's death.
Fixed the issue with the Talent entry "Calm and Peaceful" displaying incorrect stack numbers.
Fixed the issue where the Gauntlets Mastery "Slidestep Hook" could cause characters to be thrown too far.
Fixed the issue allowing multiple stacks of the Mastery "Guarding Roar" and "Fearless Roar" to be applied.
Fixed the issue where visual effects caused by the Vajra Ape could persist.
Fixed the issue where rolling under the Blood Sacrifice state was misidentified as a Low Strike.
Fixed the issue where interrupting the recovery of "Retreat Drill" with a jump would also briefly apply Superarmor to other skill hits.
Fixed the issue where hitting an enemy's shield (wooden or steel) when they are not in defense state does not cause damage.
Fixed the sliding issue occurring after a spear execution.
Mining, Logging, and Collecting now produce a certain amount of noise, alerting the enemy.
Fixed a small chance overlap issue between Mimicry models and Masks.
Fixed the issue where certain Mimicry models block the player's view when drawing a bow.
Fixed the issue where Llamas carrying NPCs can be damaged by traps.
Fixed the issue where the Superarmor remains when the "Tactical Guidance" Mimicry of deployed tribesmen is disabled.
Fixed the issue where NPCs carried on the player character's back would behave abnormally if grabbed and dropped by a Vulture.
Fixed the issue where the release of certain skills would cause mining.
Fixed the issue where Parrots and Monkeys placed on shoulders would disappear if the game client was forcibly closed.
Fixed the issue where Half-Height Blackstone Stairs can be constructed in mid-air.
Fixed the issue where the displayed range of Workshop type buildings does not change after modifying their coverage area.
Fixed the issue where tribesmen assigned to maintain bonfires would not actively supply fuel to the Air Heater.
Fixed the issue where all tribesmen might show the "Cannot assign work to the default tribesman" prompt.