1. Soulmask
  2. News

Soulmask News

Soulmask Early Access Hotfix 06

[h3]Dear Chieftains,[/h3]

Thank you for your consistant support of Soulmask! We will undergo maintenance. It will be temporarily unavailable starting from June 21, at 7:00 AM UTC, with an expected downtime of 30 minutes.

The maintenance details are as follows:


  • Fixed the occasional issue where the mount stamina can't recover after cross-server travel
In this update, we will enable the cross-server feature for the PVP servers that were released in the first week of Soulmask Early Access (before June 7, at 7:00 AM UTC) . Players on these servers can teleport to other servers in the same region or same war zone via the portal above Pyramid. More PVP cross-server features are on the way! We will enable the cross-server features for the remaining PVP servers in sebatches according to their releasing times.

Hope you have an enjoyable time in the world of Soulmask!

The list of servers with the cross-server feature enabled is as follows:

AS[Group02_1]PvPtest_6P Tribe_UTC12~16
AS[Group02_2]PvPtest_6P Tribe_UTC12~16
AS[Group02_3]PvPtest_6P Tribe_UTC12~16
AS[Group02_4]PvPtest_6P Tribe_UTC12~16
AS[Group02_5]PvPtest_6P Tribe_UTC12~16
AS[Group02_6]PvPtest_6P Tribe_UTC12~16
AS[Group02_7]PvPtest_6P Tribe_UTC12~16
AS[Group02_8]PvPtest_6P Tribe_UTC12~16
AS[Group03_1]PvPtest_20P Tribe_UTC09~17
AS[Group03_2]PvPtest_20P Tribe_UTC09~17
AS[Group03_3]PvPtest_20P Tribe_UTC09~17
AS[Group03_4]PvPtest_20P Tribe_UTC09~17
AS[Group03_5]PvPtest_20P Tribe_UTC09~17
AS[Group03_6]PvPtest_20P Tribe_UTC09~17
AS[Group03_7]PvPtest_20P Tribe_UTC09~17
AS[Group03_8]PvPtest_20P Tribe_UTC09~17
AS[Group04_1]PvPtest_20P Tribe_UTC12~16
AS[Group04_2]PvPtest_20P Tribe_UTC12~16
AS[Group04_3]PvPtest_20P Tribe_UTC12~16
AS[Group04_4]PvPtest_20P Tribe_UTC12~16
AS[Group04_5]PvPtest_20P Tribe_UTC12~16
AS[Group04_6]PvPtest_20P Tribe_UTC12~16
AS[Group04_7]PvPtest_20P Tribe_UTC12~16
AS[Group04_8]PvPtest_20P Tribe_UTC12~16
AS[Group05_1]PvPtest_06P Tribe_UTC12~16
AS[Group05_2]PvPtest_06P Tribe_UTC12~16
AS[Group05_3]PvPtest_06P Tribe_UTC12~16
AS[Group05_4]PvPtest_06P Tribe_UTC12~16
AS[Group05_5]PvPtest_06P Tribe_UTC12~16
AS[Group05_6]PvPtest_06P Tribe_UTC12~16
AS[Group05_7]PvPtest_06P Tribe_UTC12~16
AS[Group05_8]PvPtest_06P Tribe_UTC12~16
AS[Group06_1]PvPtest_06P Tribe_UTC12~16
AS[Group06_2]PvPtest_06P Tribe_UTC12~16
AS[Group06_3]PvPtest_06P Tribe_UTC12~16
AS[Group06_4]PvPtest_06P Tribe_UTC12~16
AS[Group06_5]PvPtest_06P Tribe_UTC12~16
AS[Group06_6]PvPtest_06P Tribe_UTC12~16
AS[Group06_7]PvPtest_06P Tribe_UTC12~16
AS[Group06_8]PvPtest_06P Tribe_UTC12~16
NA[Group02_1]PvPtest_6P Tribe_UTC01~05
NA[Group02_2]PvPtest_6P Tribe_UTC01~05
NA[Group02_3]PvPtest_6P Tribe_UTC01~05
NA[Group02_4]PvPtest_6P Tribe_UTC01~05
NA[Group02_5]PvPtest_6P Tribe_UTC01~05
NA[Group02_6]PvPtest_6P Tribe_UTC01~05
NA[Group02_7]PvPtest_6P Tribe_UTC01~05
NA[Group02_8]PvPtest_6P Tribe_UTC01~05
NA[Group03_1]PvPtest_20P Tribe_UTC22~06
NA[Group03_2]PvPtest_20P Tribe_UTC22~06
NA[Group03_3]PvPtest_20P Tribe_UTC22~06
NA[Group03_4]PvPtest_20P Tribe_UTC22~06
NA[Group03_5]PvPtest_20P Tribe_UTC22~06
NA[Group03_6]PvPtest_20P Tribe_UTC22~06
NA[Group03_7]PvPtest_20P Tribe_UTC22~06
NA[Group03_8]PvPtest_20P Tribe_UTC22~06
NA[Group04_1]PvPtest_20P Tribe_UTC01~05
NA[Group04_2]PvPtest_20P Tribe_UTC01~05
NA[Group04_3]PvPtest_20P Tribe_UTC01~05
NA[Group04_4]PvPtest_20P Tribe_UTC01~05
NA[Group04_5]PvPtest_20P Tribe_UTC01~05
NA[Group04_6]PvPtest_20P Tribe_UTC01~05
NA[Group04_7]PvPtest_20P Tribe_UTC01~05
NA[Group04_8]PvPtest_20P Tribe_UTC01~05
NA[Group05_1]PvPtest_06P Tribe_UTC01~05
NA[Group05_2]PvPtest_06P Tribe_UTC01~05
NA[Group05_3]PvPtest_06P Tribe_UTC01~05
NA[Group05_4]PvPtest_06P Tribe_UTC01~05
NA[Group05_5]PvPtest_06P Tribe_UTC01~05
NA[Group05_6]PvPtest_06P Tribe_UTC01~05
NA[Group05_7]PvPtest_06P Tribe_UTC01~05
NA[Group05_8]PvPtest_06P Tribe_UTC01~05
NA[Group06_1]PvPtest_06P Tribe_UTC01~05
NA[Group06_2]PvPtest_06P Tribe_UTC01~05
NA[Group06_3]PvPtest_06P Tribe_UTC01~05
NA[Group06_4]PvPtest_06P Tribe_UTC01~05
NA[Group06_5]PvPtest_06P Tribe_UTC01~05
NA[Group06_6]PvPtest_06P Tribe_UTC01~05
NA[Group06_7]PvPtest_06P Tribe_UTC01~05
NA[Group06_8]PvPtest_06P Tribe_UTC01~05
NA[Group07_1]PvPtest_20P Tribe_UTC22~06
NA[Group07_2]PvPtest_20P Tribe_UTC22~06
NA[Group07_3]PvPtest_20P Tribe_UTC22~06
NA[Group07_4]PvPtest_20P Tribe_UTC22~06
NA[Group07_5]PvPtest_20P Tribe_UTC22~06
NA[Group07_6]PvPtest_20P Tribe_UTC22~06
NA[Group07_7]PvPtest_20P Tribe_UTC22~06
NA[Group07_8]PvPtest_20P Tribe_UTC22~06
NA[Group08_1]PvPtest_06P Tribe_UTC01~05
NA[Group08_2]PvPtest_06P Tribe_UTC01~05
NA[Group08_3]PvPtest_06P Tribe_UTC01~05
NA[Group08_4]PvPtest_06P Tribe_UTC01~05
NA[Group08_5]PvPtest_06P Tribe_UTC01~05
NA[Group08_6]PvPtest_06P Tribe_UTC01~05
NA[Group08_7]PvPtest_06P Tribe_UTC01~05
NA[Group08_8]PvPtest_06P Tribe_UTC01~05
EU[Group02_1]PvPtest_6P Tribe_UTC19~23
EU[Group02_2]PvPtest_6P Tribe_UTC19~23
EU[Group02_3]PvPtest_6P Tribe_UTC19~23
EU[Group02_4]PvPtest_6P Tribe_UTC19~23
EU[Group02_5]PvPtest_6P Tribe_UTC19~23
EU[Group02_6]PvPtest_6P Tribe_UTC19~23
EU[Group02_7]PvPtest_6P Tribe_UTC19~23
EU[Group02_8]PvPtest_6P Tribe_UTC19~23
EU[Group03_1]PvPtest_20P Tribe_UTC16~24
EU[Group03_2]PvPtest_20P Tribe_UTC16~24
EU[Group03_3]PvPtest_20P Tribe_UTC16~24
EU[Group03_4]PvPtest_20P Tribe_UTC16~24
EU[Group03_5]PvPtest_20P Tribe_UTC16~24
EU[Group03_6]PvPtest_20P Tribe_UTC16~24
EU[Group03_7]PvPtest_20P Tribe_UTC16~24
EU[Group03_8]PvPtest_20P Tribe_UTC16~24
EU[Group04_1]PvPtest_20P Tribe_UTC19~23
EU[Group04_2]PvPtest_20P Tribe_UTC19~23
EU[Group04_3]PvPtest_20P Tribe_UTC19~23
EU[Group04_4]PvPtest_20P Tribe_UTC19~23
EU[Group04_5]PvPtest_20P Tribe_UTC19~23
EU[Group04_6]PvPtest_20P Tribe_UTC19~23
EU[Group04_7]PvPtest_20P Tribe_UTC19~23
EU[Group04_8]PvPtest_20P Tribe_UTC19~23
EU[Group05_1]PvPtest_06P Tribe_UTC19~23
EU[Group05_2]PvPtest_06P Tribe_UTC19~23
EU[Group05_3]PvPtest_06P Tribe_UTC19~23
EU[Group05_4]PvPtest_06P Tribe_UTC19~23
EU[Group05_5]PvPtest_06P Tribe_UTC19~23
EU[Group05_6]PvPtest_06P Tribe_UTC19~23
EU[Group05_7]PvPtest_06P Tribe_UTC19~23
EU[Group05_8]PvPtest_06P Tribe_UTC19~23
EU[Group06_1]PvPtest_06P Tribe_UTC19~23
EU[Group06_2]PvPtest_06P Tribe_UTC19~23
EU[Group06_3]PvPtest_06P Tribe_UTC19~23
EU[Group06_4]PvPtest_06P Tribe_UTC19~23
EU[Group06_5]PvPtest_06P Tribe_UTC19~23
EU[Group06_6]PvPtest_06P Tribe_UTC19~23
EU[Group06_7]PvPtest_06P Tribe_UTC19~23
EU[Group06_8]PvPtest_06P Tribe_UTC19~23
EU[Group07_1]PvPtest_06P Tribe_UTC19~23
EU[Group07_2]PvPtest_06P Tribe_UTC19~23
EU[Group07_3]PvPtest_06P Tribe_UTC19~23
EU[Group07_4]PvPtest_06P Tribe_UTC19~23
EU[Group07_5]PvPtest_06P Tribe_UTC19~23
EU[Group07_6]PvPtest_06P Tribe_UTC19~23
EU[Group07_7]PvPtest_06P Tribe_UTC19~23
EU[Group07_8]PvPtest_06P Tribe_UTC19~23
EU[Group08_1]PvPtest_20P Tribe_UTC16~24
EU[Group08_2]PvPtest_20P Tribe_UTC16~24
EU[Group08_3]PvPtest_20P Tribe_UTC16~24
EU[Group08_4]PvPtest_20P Tribe_UTC16~24
EU[Group08_5]PvPtest_20P Tribe_UTC16~24
EU[Group08_6]PvPtest_20P Tribe_UTC16~24
EU[Group08_7]PvPtest_20P Tribe_UTC16~24
EU[Group08_8]PvPtest_20P Tribe_UTC16~24

Soulmask Early Access Hotfix 05

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 20, 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][Map Optimizations][/h3]

Optimized the level structure of Random Maze Ruins
Optimized the triggering of the one-way door in dungeons to prevent players from getting stuck in the door
Optimized the dungeon's teleportations and its random range to prevent some anomalies
Added new Respawn Points in the advanced area that can be used upon exploration

[h3][Experience Optimizations][/h3]

For tribesmen: enhanced their survival capabilities regardless of the deployed states. Upon Feign Death, auto-recover of deployed tribesmen will be much faster
The disease's duration has changed from Permanent to 300 seconds. VFX displays when catching a disease. Antidotes' Intros are added to the disease buff description
Optimized bear's combat skills and AI
While playing the cutscene — the death of “Central Core”, players obtain a Damage Immunity effect
The random chance for some of the Non-Golden Masteries has increased
Invulnerability has been added while repairing nodes in Pyramid to prevent interruption
Attack Speed is now displayed on the stats interface
Optimized bow's mastery "Shooting Technique". The target is easier to hit when locked on
Optimized VFX for the damage reflection of the talent affix "Fight Back"
Granary and Breeding Farm are now unlocked at Lv.10
Damage derement by Sticky Explosive Can to different constructions becomes smoother
Steel Battering Ram and Steel Cannonball deal more damage to Blackstone Constructions
Corrected action and sound effect of drinking from Water Bottle
Added description for Repair Times and Loss Ratio of Max Durability to gear tips

[h3][PVP Cross-server Test is On][/h3]

After this update, the cross-server feature of PVP servers in Group01 on Asia Server, North America Server, and Europe Server will unlock at 07:00, 6/20 (UTC). Players on these servers can travel to other servers in Group01 of the same region via the cross-server portal above the pyramid. Other PVP cross-server features are on the way.

[h3][Bug Fixes][/h3]

Fixed the special effect remnant issue of Common Mammoth's skills
Fixed the display errors of Quality, Level, and other info under details in Hunting Gallery
Fixed the issue where Tempest Griffin's Wind Projectile wouldn't disappear after being unlashed
Fixed the issue of invisible friend units that couldn't be seen when Rendering Quality under Game Settings - Graphics is set as Low or Ultra-low
Fixed the issue where the display of “Mysterious Stone Table” wasn't refreshed after switching masks with mask hidden
Fixed the mask decor display issue on tribesmen after remodel
Fixed the display anomaly of Upper Limit for Tribesmen on the I interface after the adjustment of Recruitable Tribesmen Coefficient
Fixed the issue of occasional anomaly skin color after the hairstyle was changed
Fix the issue where when the bow was drawn, some feather accessories and Mimicry models would block the view
Fixed the issue where characters could stand on Anti-climb Thorns
Fixed Piranha's growth speed issue
Fixed the teleportation drift issue of animals after being carried through Portal
Fixed the issue where the NPC's action of using bandages still went on after being interrupted
Fixed the issue where the talent affix “Multiple Shooting” could only take effect in the Solo mode
Optimized the clipping issue of Vajra Ape's animation and its attack sound effect
Fixed the model inconsistency of throwable weapons when gripped and not gripped
Fixed the issue where “Mind-Heart Unison”, “Bloodbath Recovery”, and some other talent affixes couldn't be triggered when facing animals or machines
Fixed the issue where barbarians with the “Likes defecation” affix could trigger the continuous effect when entering Outhouse, but the effect would be removed the instant they left Outhouse
Fixed the issue where barbarians with the “Likes dancing” affix could trigger the continuous effect when dancing, but the effect would be removed the instant they stopped dancing
Fixed the action play anomaly of the executed when a barbarian was executed with Backstab
Fixed the issue where players might get stuck in models after being caught and thrown by the boss's Grab skill
Fixed the absence of the footstep's sound effect when riding an ostrich
Fixed the inconsistency between the displayed number and actual number of Turkeys in Turkey Coop
Fixed the issue where "Lighting Module" would reactivate when getting on and off the mount.
Fixed the vibration issue of Sprint while auto-advancing
Optimized the issue where player gets stuck in the air with the Leap Slash skill
Fixed the issue where after the tribesmen on patrol were deployed, the patrol mode was still on
Fixed the occasional display error of buff's time
Fixed the occasional issue where the skill gets stuck or first dry shoot would be released when using the bow’s mastery “Running Fire”
Fixed the occasional animation issue of character execution
Fixed the issue where players could enter the interior of mountains by climbing
Optimized the monster quantity in the dungeon ruins

Soulmask Early Access Hotfix 04

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 18, 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:

  • Adjusted the strength of the invading leader monsters. These leaders aren't that hard to deal with now when invading the tribe guarded by many players
  • Fixed the issue that the boss may disappear in Official and Private Servers
  • Fixed the error that occurred in dissecting vultures with Steel and Enhanced Butcher's Knives
  • Fixed the occasional disconnection when shooting with Rapid Bow's Divine Power Possession switched on
  • Fixed the issue that players failed to exit the Building Mode after the construction item was discarded
  • Fixed the issue that the ostrich nest wouldn't refresh anymore if the ostrich egg in your hands was broken
  • Fixed the issue that Refined Feed couldn't be crafted caused by recipe reminder that fuels were needed
  • Fixed the occasional crashing issue of the server

Of course, we won't stop here! This week, there will be another update for Soulmask, with more adjustments and improvements. Stay tuned!

Soulmask FAST Q&A 04

Hello, chieftains!
It's Peter here. With the game now released, how's your journey in Soulmask going? If you want to review the first three episodes, you can click here:

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

This week, we've received a lot of questions about the later stage content, so ZIMA and I are here to address some of them!

Let's dive right in!


[h3]Q: Solo play gets really tough in the later stages![/h3]

A: We understand the frustration of struggling after investing so much time and effort. We admit that the mid-to-late game experience in Soulmask needs improvement. After extensive discussions, we plan to make the following changes:

  • Rebalancing certain stats after level 40 for a smoother mid-to-late game flow.
  • Increasing the cooldown for Stamina Recovery initiation to improve combat fluidity.
  • Introducing respawn points in some large Ruins.
  • Optimizing late-game enemy HP (without altering ATK stats) for faster-paced, thrilling battles akin to a "game of the brave," rather than a sluggish grind.
  • Optimizing enemy camp aggro mechanics to limit the number of foes Chiefains encounter simultaneously.
  • Adjusting the number of certain enemies (e.g., Plunderer, creatures) in some Ruins for a more manageable solo combat experience.
  • Enhancing Followers' HP, ATK, and DEF.
  • Decreasing the chance of enemy archers rolling/dodging after firing arrows.
  • Shrinking random dungeon sizes to reduce the time needed to find the BOSS location.


These changes are planned to roll out in the next 2 to 3 weeks. We believe these updates will make the late-game adventure smoother while keeping the challenge intact. If you have any suggestions, drop a comment; we’re all ears!

[h3]Q: My Followers are too weak and only get in the way![/h3]

In addition to boosting Follower stats, we’ve upgraded the AI. Now, in Assist mode, Followers will actively attack targets you’re fighting! This update was implemented in last Friday’s updates.

Upgrading AI is an ongoing process, but we know clearly how important Followers are, especially for solo players. We’ll keep enhancing their combat and survival abilities to ensure they are your best allies from exploration to BOSS fights.

[h3]Q: My Tribesmen are getting dumber as the game progresses!
[/h3]
We've noticed that as your tribe expands and the number of tribesmen increases, your AIs become less reliable. This may result in behaviors such as idling, getting stuck, or clustering together...

Our next focus will be optimizing the AI for tribesmen. In last Friday's update, we've addressed the issue of tribesmen clustering together without any apparent reason. Moving forward, we'll prioritize addressing various pathfinding-related problems that are hindering their work efficiency. Our goal is to ensure that each member of the tribe can contribute effectively.

[h3]Q: Can I fast travel during exploration? It’d be great if my tribesmen could come too.[/h3]

Originally, we introduced alpacas at various Outcast Camps to make travel easier. However, we encountered an unexpected issue: obtaining materials for alpaca saddles turned out to be quite difficult, preventing chieftains from riding these delightful creatures. We'll adjust the alpaca saddle materials to make them more accessible, so you can embark on joyful alpaca-riding adventures!

More importantly, we plan to introduce portals at key travel points. For example, after defeating the Saber-toothed Predator, you'll unlock a portal at that location, saving you from long treks.

Oh, and the portals won't just benefit you – your accompanying tribesmen can use them too!

[h3]Q: So, as a player from Central/South America or Oceania, will we ever gain access to the smooth, official servers?[/h3]

We sincerely apologize to our players in these regions. We truly appreciate your support and enthusiasm! Unfortunately, due to technical limitations, we are currently unable to provide official servers there. However, we are actively collaborating with server providers to offer free servers support for these areas, ensuring you can enjoy online play. Please stay tuned for further updates!

[h3]Q: The BOSS suddenly disappeared![/h3]

A disappearing BOSS, especially in the final battle, is unacceptable. This bug was fixed in last Friday's update. Rest assured, it won't happen again.

[h3]Q: Will we have any special Easter eggs hidden in the game?[/h3]

Absolutely! While a few chieftains have already uncovered some of our well-hidden Easter eggs and shared their findings on social media, it's clear that some secrets remain undiscovered. I encourage you to interact more with the animals—there might be some peculiar surprises waiting to be found.

We know there are more issues! If your concerns weren't covered here, don't worry. We're collecting feedback weekly and will keep you updated. Feel free to leave your thoughts in the comments. See you next time!

Community Manager Peter
Lead Producer ZIMA


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

Developer's Updates: about "self" - Design of Beginning Characters

[h3]Greetings, Chieftains![/h3]

I'm ZIMA, and today I have something special to share with you in this developer's updates. With the game's release, we realized we haven't yet had a chance to delve into the design philosophy behind Soulmask's starter character—a topic that likely piques the curiosity of anyone new to the game:

[h3]What's the purpose of my avatar, my first character?[/h3]

To address your feedback and explain the core mechanics of Soulmask, we've decided to dedicate this entry to exploring the design rationale behind the starter character—essentially "you" in the game—and our plans for future enhancements.

[h2]1. Reflections on the "Self"[/h2]

Soulmask's concept stems from contemplating the possibility of awareness uploading, naturally leading to our current soul-and-physical-body premise.

In line with this premise, we decided to try something unconventional: a non-fixed protagonist. While this might diminish the starter character's unique emotional status as your "avatar," it allows for more diverse collection experiences and prompts players to ponder—which version is truly "you"?

Let's revisit our original protagonist, the "I": As an ordinary member of a small tribe, "I" wasn't meant to excel in combat or labor like the elite warriors of larger tribes. Had it not been for that fateful incident, you would likely have remained just another barbarian fighting to survive in the rainforest wilds.



But after narrowly escaping sacrifice, fleeing, and then obtaining the mask, "your" Soul and awareness merged with the mysterious Mask, granting true immortality—hence the name Soulmask.

In Soulmask, "an ordinary person gaining power beyond the physical form" is our core theme. Once I can possess any body or even machinery (yes, you'll eventually be able to possess machines!), how will I rise to build my own civilization? With every tribesmen being a potential vessel, is "I" the initial ordinary individual, or the entire tribe itself?

As for the once-ordinary "I's" physical form, does it still hold importance?

[h3]Yes, and no.[/h3]

As the first entity to don the mask, this physical form possesses a unique power. In times when war and death have stripped us of everything, its special bond with the mask acts as the chieftains' 'ultimate safeguard,' allowing for direct resurrection without any loss.



We've shared our initial vision for the "starter character" from a broader worldview perspective. However, we understand the special attachment many players feel towards their first created character. So, let's briefly discuss our plans for future improvements.

[h2]2. Changes to "Self"[/h2]

First of all, we find that the initial design, where the starter character struggles with mental synchronization with the mask leading to its weakening, is too excessive. This makes our starter character appear even weaker than an ordinary barbarian.



Therefore, we're considering adjusting the starter character's physical attributes to match with those of an average tribesman—the typical inhabitant of this world. While the starter character won't possess exceptional strength, they will no longer be weaker than everyone else.

Some chieftains might then ask:

[h3]how can they become stronger?[/h3]

Our dev team is actively discussing various ideas, including unique abilities for the starter character and an entirely new genetic modification system. However, I must cautiously weigh all pros and cons. Implementing a brand-new system would require significant changes to the game's progression mechanics. Therefore, we need more time to fully explore these possibilities.

As an Early Access title, we can still make sweeping improvements. More importantly, we want to co-create the game with you: how would you make "you" feel more present? We eagerly await your insights in the comments—any creative ideas could make Soulmask even more captivating. The mask will unlock our full potential!

I hope this brief overview has provided some insight into Soulmask's core worldview. We'll continue systematically exploring the game's most discussed aspects, so stay tuned for more! Until next time, Chieftains!

Lead Prodicer ZIMA

[previewyoutube][/previewyoutube]